use actual screen resolution and use multiple buffers drawing only when blending is in use
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@@ -247,7 +247,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == .0f ||
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!m_layers[layer_index].m_dirty_face)
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!m_layers[layer_index].m_dirty_face[plane_index])
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continue;
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glm::mat4 proj = glm::perspective(glm::radians(m_cam_fov), (float)m_mixer.getWidth() / m_mixer.getHeight(), 0.1f, 1000.f);
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@@ -1304,7 +1304,7 @@ void Canvas::export_equirectangular_thread(std::string file_path)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == 0.f ||
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!m_layers[layer_index].m_dirty_face)
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!m_layers[layer_index].m_dirty_face[i])
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continue;
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
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@@ -2094,7 +2094,7 @@ Image Canvas::thumbnail_generate(int w, int h)
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{
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if (!m_layers[layer_index].m_visible ||
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m_layers[layer_index].m_opacity == 0.f ||
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!m_layers[layer_index].m_dirty_face)
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!m_layers[layer_index].m_dirty_face[i])
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continue;
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glActiveTexture(GL_TEXTURE2);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, w, h);
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