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Graphic Buffers Update #714
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Commits on Mar 7, 2021
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I'm not sure why we're using VAO's when so much seems to be recreated each render, but this way at least the VAO itself wouldn't also be recreated even if the objects aren't.
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Still TODO: Once the RenderBatch isn't recreated each time a slightly different render is made, VertexArrayObjects will actually be used, instead of just pretended to be used. Also still TODO: any model will render as if the base color is matte dark grey. All the other rendering (like for 'lay-flat by face' or the blue model outline or the tool-arrows and such) and all the rendering _given that the cube is matte grey_ (like 'the error polka dot pattern' and the 'below the buildplate inversion') will still work properly. So everything works _except_ for the color and light-highlights. Why?
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Commits on Mar 14, 2021
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VAO includes shader uniforms, which where needed. So now, instead of cacheing per mesh alone, cache per mesh _per shader_. Currently the doesn't work 100% yet if different parts of a mesh are rendered with different settings, such as in the simulation view. Also need to check if the X-Ray view was supposed to be opaque or if that's another thing that doesn't work 100% yet (is usable though just not as pretty as remembered).
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Commits on Jul 25, 2021
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Handle render-range in shader.
Instead of re-uploading the mesh each time the range changes, handle the range in the shaders with the new draw-range parameters.
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Commits on Jul 26, 2021
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Apply suggestions from code review
Typing edition. Co-authored-by: Jaime van Kessel <[email protected]>
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Seems to have fixed the test as well. Not sure if it was ever a valid test if it can't create a VAO there.
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Commits on Jul 27, 2021
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Apply review sugestion: Fix type.
Co-authored-by: Aldo Hoeben <[email protected]>
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