Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Some refactoring

This commit is contained in:
enricoturri1966 2022-03-01 12:00:29 +01:00
parent 282b3d2d6b
commit f4cf9494d0
6 changed files with 12 additions and 24 deletions

View file

@ -983,8 +983,7 @@ void GLCanvas3D::SequentialPrintClearance::render()
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
shader->set_uniform("projection_view_model_matrix", matrix);
shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
glsafe(::glEnable(GL_DEPTH_TEST));
@ -5826,8 +5825,7 @@ void GLCanvas3D::_render_camera_target()
if (shader != nullptr) {
shader->start_using();
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
shader->set_uniform("projection_view_model_matrix", matrix);
shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
for (int i = 0; i < 3; ++i) {
m_camera_target.axis[i].render();