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Graphics Buffer Update -- New PR #721

Merged
merged 19 commits into from
Nov 15, 2021
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Commits on Mar 7, 2021

  1. 'Fix' VAO usage.

    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.
    bremco committed Mar 7, 2021
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  2. Actually VertexArrayObjects.

    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?
    bremco committed Mar 7, 2021
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Commits on Mar 14, 2021

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  2. Cache VAO in mesh per shader.

    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).
    bremco committed Mar 14, 2021
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Commits on Jul 25, 2021

  1. 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.
    bremco committed Jul 25, 2021
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Commits on Jul 26, 2021

  1. Apply suggestions from code review

    Typing edition.
    
    Co-authored-by: Jaime van Kessel <[email protected]>
    bremco and nallath authored Jul 26, 2021
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  2. Actually fix typing.

    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.
    bremco committed Jul 26, 2021
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  3. More type-wrangling.

    Fixes type laziness, types should work harder!
    bremco committed Jul 26, 2021
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Commits on Jul 27, 2021

  1. Apply review sugestion: Fix type.

    Co-authored-by: Aldo Hoeben <[email protected]>
    bremco and fieldOfView authored Jul 27, 2021
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Commits on Aug 9, 2021

  1. Merge branch 'graphics_buffer_update' of https://github.com/bremco/Ur…

    …anium into bremco-graphics_buffer_update
    rburema committed Aug 9, 2021
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Commits on Sep 16, 2021

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Commits on Oct 27, 2021

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Commits on Oct 29, 2021

  1. Use dict.get with None fallback instead of manual implementation

    That's what it's for.
    
    Contributes to issue CURA-8657.
    
    Co-authored-by: Jaime van Kessel <[email protected]>
    Ghostkeeper and nallath authored Oct 29, 2021
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  2. Add return type to setCachedUserValue

    Contributes to issue CURA-8657.
    
    Co-authored-by: Jaime van Kessel <[email protected]>
    Ghostkeeper and nallath authored Oct 29, 2021
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Commits on Oct 31, 2021

  1. Apply suggestions from code review

    Spelling
    
    Co-authored-by: Ghostkeeper <[email protected]>
    rburema and Ghostkeeper authored Oct 31, 2021
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  2. Remove duplicate/unused code.

    (Our own) bindings aren't used like this, there's an 'updateBindings' for that, setUniformValue sets the 'unbound' (at least w.r.t. our _own_ system, not to be confused by the fact that u_drawRange is of course a bound value w.r.t. the 'raw' OpenGL/shader) value.
    rburema committed Oct 31, 2021
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  3. Rendering: React properly to unsupported VAOs.

    Not that it's likely to happen.
    rburema committed Oct 31, 2021
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Commits on Nov 7, 2021

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