Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - Gizmo SLA Supports points
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2 changed files with 82 additions and 19 deletions
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@ -146,11 +146,11 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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ColorRGBA render_color;
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const sla::DrainHoles& drain_holes = m_c->selection_info()->model_object()->sla_drain_holes;
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size_t cache_size = drain_holes.size();
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const size_t cache_size = drain_holes.size();
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for (size_t i = 0; i < cache_size; ++i) {
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const sla::DrainHole& drain_hole = drain_holes[i];
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const bool& point_selected = m_selected[i];
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const bool point_selected = m_selected[i];
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if (is_mesh_point_clipped(drain_hole.pos.cast<double>()))
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continue;
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@ -194,7 +194,7 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
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// Matrices set, we can render the point mark now.
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Eigen::Quaterniond q;
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q.setFromTwoVectors(Vec3d::UnitZ(), instance_scaling_matrix_inverse * (-drain_hole.normal).cast<double>());
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Eigen::AngleAxisd aa(q);
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const Eigen::AngleAxisd aa(q);
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (use_attributes) {
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix() * instance_matrix *
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