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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-08-12 11:29:02 +08:00
Don't crash if the shader fails to compile
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parent
245a4435e1
commit
51378cae56
@ -1,14 +1,16 @@
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# Copyright (c) 2018 Ultimaker B.V.
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# Copyright (c) 2020 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from typing import Optional, TYPE_CHECKING
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from UM.Qt.QtApplication import QtApplication
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from UM.Logger import Logger
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from UM.Math.Vector import Vector
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.ShaderProgram import InvalidShaderProgramError
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from UM.View.RenderBatch import RenderBatch
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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@ -31,7 +33,11 @@ class PickingPass(RenderPass):
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def render(self) -> None:
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if not self._shader:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader"))
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try:
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self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader"))
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except InvalidShaderProgramError:
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Logger.error("Unable to compile shader program: camera_distance.shader")
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return
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width, height = self.getSize()
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self._gl.glViewport(0, 0, width, height)
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@ -1,10 +1,11 @@
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# Copyright (c) 2018 Ultimaker B.V.
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# Copyright (c) 2020 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from typing import Optional, TYPE_CHECKING, cast
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from UM.Application import Application
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from UM.Logger import Logger
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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@ -63,6 +64,8 @@ class PreviewPass(RenderPass):
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self._shader.setUniformValue("u_shininess", 20.0)
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self._shader.setUniformValue("u_renderError", 0.0) # We don't want any error markers!.
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self._shader.setUniformValue("u_faceId", -1) # Don't render any selected faces in the preview.
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else:
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Logger.error("Unable to compile shader program: overhang.shader")
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if not self._non_printing_shader:
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if self._non_printing_shader:
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