mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-05-16 18:12:10 +00:00
Refactoring in GLTexture
This commit is contained in:
@@ -418,7 +418,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
|
||||
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
||||
if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
|
||||
{
|
||||
if (!m_temp_texture.load_from_file(filename, false, false, false, max_tex_size))
|
||||
if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
|
||||
{
|
||||
render_custom();
|
||||
return;
|
||||
@@ -426,7 +426,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
|
||||
}
|
||||
|
||||
// starts generating the main texture, compression will run asynchronously
|
||||
if (!m_texture.load_from_file(filename, true, true, true, max_tex_size))
|
||||
if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
|
||||
{
|
||||
render_custom();
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user