Apply anisotropic filtering to bed textures
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2 changed files with 23 additions and 0 deletions
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@ -62,3 +62,5 @@
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#define ENABLE_GENERIC_SUBPARTS_PLACEMENT (1 && ENABLE_1_42_0_ALPHA4)
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// Reworked management of bed shape changes
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#define ENABLE_REWORKED_BED_SHAPE_CHANGE (1 && ENABLE_1_42_0_ALPHA4)
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// Use anisotropic filtering on bed plate texture
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#define ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES (1 && ENABLE_1_42_0_ALPHA4)
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@ -545,6 +545,11 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const
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std::string model_path = resources_dir() + "/models/" + key;
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#endif // ENABLE_PRINT_BED_MODELS
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#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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GLfloat max_anisotropy = 0.0f;
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::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
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#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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std::string filename = tex_path + "_top.png";
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if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename))
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{
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@ -553,6 +558,14 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const
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_render_custom();
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return;
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}
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#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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if (max_anisotropy > 0.0f)
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{
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::glBindTexture(GL_TEXTURE_2D, m_top_texture.get_id());
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::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
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::glBindTexture(GL_TEXTURE_2D, 0);
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}
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#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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}
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filename = tex_path + "_bottom.png";
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@ -563,6 +576,14 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const
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_render_custom();
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return;
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}
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#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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if (max_anisotropy > 0.0f)
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{
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::glBindTexture(GL_TEXTURE_2D, m_bottom_texture.get_id());
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::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
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::glBindTexture(GL_TEXTURE_2D, 0);
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}
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#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
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}
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#if ENABLE_PRINT_BED_MODELS
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