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update slic3r
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@@ -249,6 +249,7 @@ bool Bed3D::set_shape(const Pointfs& printable_area, const double printable_heig
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m_type = type;
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//m_texture_filename = texture_filename;
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m_model_filename = model_filename;
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std::replace(m_model_filename.begin(), m_model_filename.end(), '\\', '/');
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//QDS: add part plate logic
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m_extended_bounding_box = this->calc_extended_bounding_box(false);
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@@ -321,8 +322,14 @@ void Bed3D::on_change_color_mode(bool is_dark)
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m_is_dark = is_dark;
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}
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void Bed3D::render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes)
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BoundingBoxf3 Bed3D::get_cur_bed_model_box()
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{
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BoundingBoxf3 model_bb = m_model.get_bounding_box();
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model_bb.translate(m_model_offset);
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return model_bb;
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}
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void Bed3D::render(GLCanvas3D &canvas, bool bottom, float scale_factor, bool show_axes) {
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render_internal(canvas, bottom, scale_factor, show_axes);
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}
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@@ -559,7 +566,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom) const
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unsigned int stride = m_triangles.get_vertex_data_size();
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GLint position_id = shader->get_attrib_location("v_position");
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GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
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GLint tex_coords_id = shader->get_attrib_location("v_tex_coord");
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)temp_texture->get_id();
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