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https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
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shows rendered texture of style
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parent
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commit
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@ -7,6 +7,11 @@
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#include "slic3r/Utils/WxFontUtils.hpp"
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#include "slic3r/Utils/WxFontUtils.hpp"
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#include "slic3r/GUI/3DScene.hpp" // ::glsafe
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#include "slic3r/GUI/3DScene.hpp" // ::glsafe
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// ability to request new frame after finish rendering
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "wx/fontenum.h"
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#include "wx/fontenum.h"
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#include <boost/log/trivial.hpp>
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#include <boost/log/trivial.hpp>
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@ -98,11 +103,6 @@ void CreateFontImageJob::process(Ctl &ctl)
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r->encode(encoder);
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r->encode(encoder);
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}
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}
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// ability to request new frame after finish rendering
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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void CreateFontImageJob::finalize(bool canceled, std::exception_ptr &)
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void CreateFontImageJob::finalize(bool canceled, std::exception_ptr &)
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{
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{
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if (m_input.count_opened_font_files)
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if (m_input.count_opened_font_files)
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@ -9,6 +9,11 @@
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#include "slic3r/GUI/3DScene.hpp" // ::glsafe
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#include "slic3r/GUI/3DScene.hpp" // ::glsafe
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// ability to request new frame after finish rendering
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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using namespace Slic3r;
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using namespace Slic3r;
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using namespace Slic3r::GUI;
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using namespace Slic3r::GUI;
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@ -126,6 +131,7 @@ void CreateFontStyleImagesJob::process(Ctl &ctl)
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void CreateFontStyleImagesJob::finalize(bool canceled, std::exception_ptr &)
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void CreateFontStyleImagesJob::finalize(bool canceled, std::exception_ptr &)
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{
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{
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if (canceled) return;
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// upload texture on GPU
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// upload texture on GPU
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GLuint tex_id;
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GLuint tex_id;
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GLenum target = GL_TEXTURE_2D, format = GL_RGBA, type = GL_UNSIGNED_BYTE;
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GLenum target = GL_TEXTURE_2D, format = GL_RGBA, type = GL_UNSIGNED_BYTE;
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@ -150,4 +156,7 @@ void CreateFontStyleImagesJob::finalize(bool canceled, std::exception_ptr &)
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// bind default texture
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// bind default texture
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GLuint no_texture_id = 0;
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GLuint no_texture_id = 0;
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glsafe(::glBindTexture(target, no_texture_id));
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glsafe(::glBindTexture(target, no_texture_id));
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// show rendered texture
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wxGetApp().plater()->canvas3D()->schedule_extra_frame(0);
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}
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}
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