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Merge branch 'spe2632'
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commit
120f33e6f9
@ -171,6 +171,9 @@ void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Tra
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shader->set_uniform("projection_matrix", projection_matrix);
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glDepthMask(GL_FALSE));
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const bool old_cullface = ::glIsEnabled(GL_CULL_FACE);
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glsafe(::glDisable(GL_CULL_FACE));
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glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_digits_texture->get_id()));
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@ -187,13 +190,16 @@ void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Tra
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mat.translate(s_multiple_beds.get_bed_translation(i));
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if (build_volume().type() != BuildVolume::Type::Circle)
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mat.translate(Vec3d(0.3 * size_x, 0.3 * size_x, 0.));
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mat.translate(Vec3d(0., 0., 0.5));
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mat.translate(Vec3d(0., 0., 0.5 * GROUND_Z));
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mat.scale(Vec3d(size_x, size_x * aspect, 1.));
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shader->set_uniform("view_model_matrix", mat);
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m_digits_models[i + 1]->render();
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}
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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if (old_cullface)
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glsafe(::glEnable(GL_CULL_FACE));
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glsafe(::glDepthMask(GL_TRUE));
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glsafe(::glDisable(GL_DEPTH_TEST));
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shader->stop_using();
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}
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