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Use a model's own UV channel for texture displacement, and keep its colours through a bake (#16394)
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@@ -46,7 +46,7 @@ void TextureDisplacementPrepareJob::process(Ctl &ctl)
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// idle loop.
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int last_reported = 1;
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m_result = GLGizmoTextureDisplacement::prepare_mesh(m_input.base_mesh, m_input.masks, m_input.layers,
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m_input.params, m_input.color,
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m_input.model_uv, m_input.params, m_input.color,
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[&ctl, &status, &last_reported](int percent) {
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if (ctl.was_canceled())
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return false;
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@@ -106,6 +106,10 @@ void TextureDisplacementPrepareJob::finalize(bool canceled, std::exception_ptr &
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volume->restore_painting(saved_painting);
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for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
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volume->texture_displacement_facet(i).set_data(std::move(m_result.masks[size_t(i)]));
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// The model's own UV channel, resampled onto the new mesh by the run. Also put back after
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// restore_painting(), which resets it along with the extra facets for the same reason: it is
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// indexed by triangle and the triangles have changed.
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volume->texture_uv = std::move(m_result.uv);
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if (ObjectList *obj_list = wxGetApp().obj_list()) {
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const ModelObjectPtrs &objs = plater->model().objects;
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