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authorenricoturri1966 <enricoturri@seznam.cz>2020-06-02 11:02:50 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-06-02 11:02:50 +0300
commitaa92cbf051b56c7174079d8d1cfc42c2440847ad (patch)
treeaee0d7ce5c54e44f84217a491bb1ac311539f52d /src/slic3r/GUI/3DScene.hpp
parent21de9d23eceb0ba32acfe356a986b90eb32ed360 (diff)
New tech ENABLE_SMOOTH_NORMALS (disabled) -> Added two experimental functions to smooth normals using libigl (none of them working properly in detecting edges) when calling GLIndexedVertexArray::load_mesh_full_shading()
Diffstat (limited to 'src/slic3r/GUI/3DScene.hpp')
-rw-r--r--src/slic3r/GUI/3DScene.hpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/slic3r/GUI/3DScene.hpp b/src/slic3r/GUI/3DScene.hpp
index 1401e79fb..da111d7aa 100644
--- a/src/slic3r/GUI/3DScene.hpp
+++ b/src/slic3r/GUI/3DScene.hpp
@@ -125,8 +125,13 @@ public:
unsigned int triangle_indices_VBO_id{ 0 };
unsigned int quad_indices_VBO_id{ 0 };
- void load_mesh_full_shading(const TriangleMesh &mesh);
+#if ENABLE_SMOOTH_NORMALS
+ void load_mesh_full_shading(const TriangleMesh& mesh, bool smooth_normals = false);
+ void load_mesh(const TriangleMesh& mesh, bool smooth_normals = false) { this->load_mesh_full_shading(mesh, smooth_normals); }
+#else
+ void load_mesh_full_shading(const TriangleMesh& mesh);
void load_mesh(const TriangleMesh& mesh) { this->load_mesh_full_shading(mesh); }
+#endif // ENABLE_SMOOTH_NORMALS
inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }