#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.
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2 changed files with 11 additions and 17 deletions
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@ -2,18 +2,8 @@
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varying vec3 eye_normal;
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vec3 world_normal()
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{
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// the world normal is always parallel to the world XY plane
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// the x component is stored into gl_Vertex.w
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float x = gl_Vertex.w;
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float y = sqrt(1.0 - x * x);
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return vec3(x, y, 0.0);
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}
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void main()
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{
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vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * world_position;
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eye_normal = gl_NormalMatrix * world_normal();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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eye_normal = gl_NormalMatrix * gl_Normal;
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}
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@ -608,7 +608,7 @@ void GCodeViewer::init()
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}
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case EMoveType::Travel: {
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buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::Line;
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buffer.vertices.format = VBuffer::EFormat::PositionNormal1;
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buffer.vertices.format = VBuffer::EFormat::PositionNormal3;
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buffer.shader = "toolpaths_lines";
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break;
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}
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@ -1140,15 +1140,19 @@ void GCodeViewer::load_toolpaths(const GCodeProcessorResult& gcode_result)
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// format data into the buffers to be rendered as lines
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auto add_vertices_as_line = [](const GCodeProcessorResult::MoveVertex& prev, const GCodeProcessorResult::MoveVertex& curr, VertexBuffer& vertices) {
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// x component of the normal to the current segment (the normal is parallel to the XY plane)
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const float normal_x = (curr.position - prev.position).normalized().y();
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const Vec3f dir = (curr.position - prev.position).normalized();
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Vec3f normal(dir.y(), -dir.x(), 0.0);
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normal.normalize();
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auto add_vertex = [&vertices, normal_x](const GCodeProcessorResult::MoveVertex& vertex) {
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auto add_vertex = [&vertices, &normal](const GCodeProcessorResult::MoveVertex& vertex) {
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// add position
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vertices.push_back(vertex.position.x());
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vertices.push_back(vertex.position.y());
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vertices.push_back(vertex.position.z());
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// add normal x component
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vertices.push_back(normal_x);
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// add normal
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vertices.push_back(normal.x());
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vertices.push_back(normal.y());
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vertices.push_back(normal.z());
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};
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// add previous vertex
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