#7461 - Use three floats for defining vertex normal to render travel toolpaths. This fixes a crash on NVIDIA Quadro graphics cards when turning on travel moves visibility in preview.

This commit is contained in:
enricoturri1966 2021-12-14 13:53:37 +01:00
parent 0538363b2b
commit cc2b8da6a4
2 changed files with 11 additions and 17 deletions

View file

@ -2,18 +2,8 @@
varying vec3 eye_normal;
vec3 world_normal()
{
// the world normal is always parallel to the world XY plane
// the x component is stored into gl_Vertex.w
float x = gl_Vertex.w;
float y = sqrt(1.0 - x * x);
return vec3(x, y, 0.0);
}
void main()
{
vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * world_position;
eye_normal = gl_NormalMatrix * world_normal();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
eye_normal = gl_NormalMatrix * gl_Normal;
}

View file

@ -608,7 +608,7 @@ void GCodeViewer::init()
}
case EMoveType::Travel: {
buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::Line;
buffer.vertices.format = VBuffer::EFormat::PositionNormal1;
buffer.vertices.format = VBuffer::EFormat::PositionNormal3;
buffer.shader = "toolpaths_lines";
break;
}
@ -1140,15 +1140,19 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
// format data into the buffers to be rendered as lines
auto add_vertices_as_line = [](const GCodeProcessorResult::MoveVertex& prev, const GCodeProcessorResult::MoveVertex& curr, VertexBuffer& vertices) {
// x component of the normal to the current segment (the normal is parallel to the XY plane)
const float normal_x = (curr.position - prev.position).normalized().y();
const Vec3f dir = (curr.position - prev.position).normalized();
Vec3f normal(dir.y(), -dir.x(), 0.0);
normal.normalize();
auto add_vertex = [&vertices, normal_x](const GCodeProcessorResult::MoveVertex& vertex) {
auto add_vertex = [&vertices, &normal](const GCodeProcessorResult::MoveVertex& vertex) {
// add position
vertices.push_back(vertex.position.x());
vertices.push_back(vertex.position.y());
vertices.push_back(vertex.position.z());
// add normal x component
vertices.push_back(normal_x);
// add normal
vertices.push_back(normal.x());
vertices.push_back(normal.y());
vertices.push_back(normal.z());
};
// add previous vertex