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https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-05-16 08:12:39 -07:00
Temporary low-res texture shown while generating compressed data on the CPU
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@@ -522,6 +522,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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#if ENABLE_COMPRESSED_TEXTURES
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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{
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render_custom();
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return;
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
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#else
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if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
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@@ -542,7 +550,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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}
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#if ENABLE_COMPRESSED_TEXTURES
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else if (m_texture.unsent_compressed_data_available())
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{
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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}
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#endif // ENABLE_COMPRESSED_TEXTURES
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if (!bottom)
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@@ -616,7 +631,16 @@ void Bed3D::render_prusa_shader(bool transparent) const
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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#if ENABLE_COMPRESSED_TEXTURES
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)m_temp_texture.get_id();
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if (tex_id == 0)
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tex_id = (GLuint)m_texture.get_id();
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
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#else
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
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#endif // ENABLE_COMPRESSED_TEXTURES
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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if (position_id != -1)
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