Only regenerate bed triangles if actually changed (#3039)
* Remove unused bed texture * Only regenerate bed triangles if actually changed
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2 changed files with 8 additions and 5 deletions
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@ -609,7 +609,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co
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}*/
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//BBS: add part plate related logic
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void Bed3D::update_model_offset() const
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void Bed3D::update_model_offset()
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{
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// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
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Vec3d shift = m_extended_bounding_box.center();
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@ -626,11 +626,14 @@ void Bed3D::update_model_offset() const
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// update extended bounding box
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const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
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m_triangles.reset();
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}
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void Bed3D::update_bed_triangles()
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{
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m_triangles.reset();
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if (m_triangles.is_initialized()) {
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return;
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}
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Vec3d shift = m_extended_bounding_box.center();
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shift(2) = -0.03;
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@ -708,7 +711,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, co
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void Bed3D::render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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{
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m_texture.reset();
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// m_texture.reset();
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update_bed_triangles();
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@ -98,7 +98,7 @@ private:
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//Polygon m_polygon;
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GLModel m_triangles;
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//GLModel m_gridlines;
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GLTexture m_texture;
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// GLTexture m_texture;
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// temporary texture shown until the main texture has still no levels compressed
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//GLTexture m_temp_texture;
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GLModel m_model;
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@ -154,7 +154,7 @@ private:
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//BBS: add partplate related logic
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// Calculate an extended bounding box from axes and current model for visualization purposes.
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BoundingBoxf3 calc_extended_bounding_box(bool consider_model_offset = true) const;
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void update_model_offset() const;
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void update_model_offset();
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//BBS: with offset
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void update_bed_triangles();
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static std::tuple<Type, std::string, std::string> detect_type(const Pointfs& shape);
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