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authorEnrico Turri <enricoturri@seznam.cz>2019-06-02 12:01:51 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-06-02 12:01:51 +0300
commite6af0d3dc4f85e42437dc5fd18d6b1cb528db251 (patch)
tree5dd894203eeacdf90e45ed9ca10a87655f04b533 /src/slic3r/GUI/3DBed.cpp
parent545c013acd950b46698ed4c1b505015e517dbc30 (diff)
Temporary low-res texture shown while generating compressed data on the CPU
Diffstat (limited to 'src/slic3r/GUI/3DBed.cpp')
-rw-r--r--src/slic3r/GUI/3DBed.cpp24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp
index e6589e548..98f2d7dc3 100644
--- a/src/slic3r/GUI/3DBed.cpp
+++ b/src/slic3r/GUI/3DBed.cpp
@@ -522,6 +522,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
{
#if ENABLE_COMPRESSED_TEXTURES
+ // generate a temporary lower resolution texture to show while no main texture levels have been compressed
+ if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
+ {
+ render_custom();
+ return;
+ }
+
+ // starts generating the main texture, compression will run asynchronously
if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
#else
if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
@@ -542,7 +550,14 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
}
#if ENABLE_COMPRESSED_TEXTURES
else if (m_texture.unsent_compressed_data_available())
+ {
+ // sends to gpu the already available compressed levels of the main texture
m_texture.send_compressed_data_to_gpu();
+
+ // the temporary texture is not needed anymore, reset it
+ if (m_temp_texture.get_id() != 0)
+ m_temp_texture.reset();
+ }
#endif // ENABLE_COMPRESSED_TEXTURES
if (!bottom)
@@ -616,7 +631,16 @@ void Bed3D::render_prusa_shader(bool transparent) const
GLint position_id = m_shader.get_attrib_location("v_position");
GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
+#if ENABLE_COMPRESSED_TEXTURES
+ // show the temporary texture while no compressed data is available
+ GLuint tex_id = (GLuint)m_temp_texture.get_id();
+ if (tex_id == 0)
+ tex_id = (GLuint)m_texture.get_id();
+
+ glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
+#else
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
+#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
if (position_id != -1)