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Fix brim ear render when camera projection changed (#9605)
* Fix brim ear render when camera projection changed (SoftFever/OrcaSlicer#9602) * Remove unnecessary shader uniform
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@@ -212,8 +212,8 @@ void Bed3D::Axes::render()
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * transform);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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//const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
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//shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_arrow.render();
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};
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@@ -228,7 +228,7 @@ void Bed3D::Axes::render()
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glsafe(::glEnable(GL_DEPTH_TEST));
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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//shader->set_uniform("emission_factor", 0.0f);
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// x axis
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m_arrow.set_color(AXIS_X_COLOR);
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