Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.

Shader: gouraud_light - Gizmo SLA Supports
This commit is contained in:
enricoturri1966 2022-03-03 14:28:43 +01:00
parent 919730e969
commit f9cabee382
2 changed files with 71 additions and 69 deletions

View file

@ -129,6 +129,8 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
shader->set_uniform("projection_matrix", projection_matrix);
#else
const Transform3d& instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
@ -192,7 +194,6 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking)
// normal render
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", projection_matrix);
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
// picking render
shader->set_uniform("projection_view_model_matrix", projection_matrix * view_model_matrix);