A few small refactorings
This commit is contained in:
parent
578b80e12c
commit
a9465ddedc
4 changed files with 19 additions and 20 deletions
src/slic3r/GUI
|
@ -540,7 +540,7 @@ void GLModel::init_from(const indexed_triangle_set& its, const BoundingBoxf3 &bb
|
|||
|
||||
// update bounding box
|
||||
for (size_t i = 0; i < vertices_count(); ++i) {
|
||||
m_bounding_box.merge(m_render_data.geometry.extract_position_3(i).cast<double>());
|
||||
m_bounding_box.merge(data.extract_position_3(i).cast<double>());
|
||||
}
|
||||
#else
|
||||
if (!m_render_data.empty()) // call reset() if you want to reuse this model
|
||||
|
@ -622,7 +622,7 @@ void GLModel::init_from(const Polygons& polygons, float z)
|
|||
|
||||
// update bounding box
|
||||
for (size_t i = 0; i < vertices_count(); ++i) {
|
||||
m_bounding_box.merge(m_render_data.geometry.extract_position_3(i).cast<double>());
|
||||
m_bounding_box.merge(data.extract_position_3(i).cast<double>());
|
||||
}
|
||||
#else
|
||||
auto append_polygon = [](const Polygon& polygon, float z, GUI::GLModel::Geometry& data) {
|
||||
|
@ -1081,31 +1081,32 @@ bool GLModel::send_to_gpu()
|
|||
// indices
|
||||
glsafe(::glGenBuffers(1, &m_render_data.ibo_id));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
|
||||
const size_t indices_count = data.indices.size();
|
||||
if (m_render_data.vertices_count <= 256) {
|
||||
// convert indices to unsigned char to save gpu memory
|
||||
std::vector<unsigned char> reduced_indices(data.indices.size());
|
||||
for (size_t i = 0; i < data.indices.size(); ++i) {
|
||||
std::vector<unsigned char> reduced_indices(indices_count);
|
||||
for (size_t i = 0; i < indices_count; ++i) {
|
||||
reduced_indices[i] = (unsigned char)data.indices[i];
|
||||
}
|
||||
data.index_type = Geometry::EIndexType::UBYTE;
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, reduced_indices.size() * sizeof(unsigned char), reduced_indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned char), reduced_indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
}
|
||||
else if (m_render_data.vertices_count <= 65536) {
|
||||
// convert indices to unsigned short to save gpu memory
|
||||
std::vector<unsigned short> reduced_indices(data.indices.size());
|
||||
std::vector<unsigned short> reduced_indices(indices_count);
|
||||
for (size_t i = 0; i < data.indices.size(); ++i) {
|
||||
reduced_indices[i] = (unsigned short)data.indices[i];
|
||||
}
|
||||
data.index_type = Geometry::EIndexType::USHORT;
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, reduced_indices.size() * sizeof(unsigned short), reduced_indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned short), reduced_indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
}
|
||||
else {
|
||||
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.indices_size_bytes(), data.indices.data(), GL_STATIC_DRAW));
|
||||
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
||||
}
|
||||
m_render_data.indices_count = indices_count();
|
||||
m_render_data.indices_count = indices_count;
|
||||
data.indices = std::vector<unsigned int>();
|
||||
|
||||
return true;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue