Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Some refactoring
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6 changed files with 12 additions and 24 deletions
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@ -983,8 +983,7 @@ void GLCanvas3D::SequentialPrintClearance::render()
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glEnable(GL_DEPTH_TEST));
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@ -5826,8 +5825,7 @@ void GLCanvas3D::_render_camera_target()
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Transform3d matrix = wxGetApp().plater()->get_camera().get_projection_view_matrix();
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shader->set_uniform("projection_view_model_matrix", matrix);
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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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for (int i = 0; i < 3; ++i) {
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m_camera_target.axis[i].render();
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