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Use OpenGLManager::are_compressed_textures_supported() where needed
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914a66e2c3
commit
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@ -276,7 +276,7 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glGenTextures(1, &m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
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if (compress && GLEW_EXT_texture_compression_s3tc)
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if (compress && OpenGLManager::are_compressed_textures_supported())
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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else
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
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@ -389,7 +389,7 @@ void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right,
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bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy)
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bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECompressionType compression_type, bool apply_anisotropy)
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{
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{
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bool compression_enabled = (compression_type != None) && GLEW_EXT_texture_compression_s3tc;
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bool compression_enabled = (compression_type != None) && OpenGLManager::are_compressed_textures_supported();
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// Load a PNG with an alpha channel.
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// Load a PNG with an alpha channel.
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wxImage image;
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wxImage image;
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@ -538,7 +538,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, bool compress, bool apply_anisotropy, unsigned int max_size_px)
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{
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{
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bool compression_enabled = compress && GLEW_EXT_texture_compression_s3tc;
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bool compression_enabled = compress && OpenGLManager::are_compressed_textures_supported();
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NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
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NSVGimage* image = nsvgParseFromFile(filename.c_str(), "px", 96.0f);
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if (image == nullptr) {
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if (image == nullptr) {
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@ -1351,7 +1351,7 @@ void ImGuiWrapper::init_font(bool compress)
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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if (compress && GLEW_EXT_texture_compression_s3tc)
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if (compress && OpenGLManager::are_compressed_textures_supported())
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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else
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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