diff --git a/resources/shaders/110/phong.fs b/resources/shaders/110/phong.fs index d28be7aa8d..8071a58842 100644 --- a/resources/shaders/110/phong.fs +++ b/resources/shaders/110/phong.fs @@ -77,7 +77,7 @@ vec3 getBackfaceColor(vec3 fill) { return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); } -// Silhouette edge detection & rendering algorithem by leoneruggiero +// Silhouette edge detection & rendering algorithm by leoneruggiero // https://www.shadertoy.com/view/DslXz2 #define INFLATE 1 diff --git a/resources/shaders/140/phong.fs b/resources/shaders/140/phong.fs index 00e43f618d..e138cc159c 100644 --- a/resources/shaders/140/phong.fs +++ b/resources/shaders/140/phong.fs @@ -79,7 +79,7 @@ vec3 getBackfaceColor(vec3 fill) { return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); } -// Silhouette edge detection & rendering algorithem by leoneruggiero +// Silhouette edge detection & rendering algorithm by leoneruggiero // https://www.shadertoy.com/view/DslXz2 #define INFLATE 1 diff --git a/src/libslic3r/AppConfig.hpp b/src/libslic3r/AppConfig.hpp index 36b89f5b05..ffa22bd7de 100644 --- a/src/libslic3r/AppConfig.hpp +++ b/src/libslic3r/AppConfig.hpp @@ -36,7 +36,6 @@ using namespace nlohmann; #define SETTING_OPENGL_SHOW_FPS_OVERLAY "opengl_show_fps_overlay" #define SETTING_OPENGL_REALISTIC_MODE "opengl_realistic_mode" #define SETTING_OPENGL_REALISTIC_PHONG "opengl_realistic_phong" -#define SETTING_OPENGL_SHADING_MODEL "opengl_shading_model" #define SETTING_OPENGL_PHONG_BASIC_PLATE_SHADOWS "opengl_phong_basic_plate_shadows" #define SETTING_OPENGL_PHONG_SSAO "opengl_phong_ssao" diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index dd0ea55cc3..7cd82d8c54 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -7641,8 +7641,8 @@ void GLCanvas3D::_render_ssao_pass(unsigned int width, unsigned int height) if (m_ssao_depth_texture_id == 0) { glsafe(::glGenTextures(1, &m_ssao_depth_texture_id)); glsafe(::glBindTexture(GL_TEXTURE_2D, m_ssao_depth_texture_id)); - glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); - glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)); + glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); } @@ -8059,7 +8059,7 @@ void GLCanvas3D::_render_objects(GLVolumeCollection::ERenderType type, bool with if (shader != nullptr) { shader->start_using(); - const bool phong_ssao = wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_SSAO); + const bool phong_ssao = wxGetApp().app_config != nullptr && wxGetApp().app_config->get_bool(SETTING_OPENGL_PHONG_SSAO); shader->set_uniform("enable_ssao", phong_ssao); const Size& cvn_size = get_canvas_size();