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authorGhostkeeper <rubend@tutanota.com>2017-08-17 16:25:27 +0300
committerGhostkeeper <rubend@tutanota.com>2017-08-17 16:25:27 +0300
commit585b6ad8ebcf8933571f2fe6d4d5abe864df826f (patch)
treecb50806d3916ce8b3bb40caff4d4febc6ec76a1b /cura/BuildVolume.py
parentbb3f8d085be5eb5a5ef889a4a2f70c509d2cda48 (diff)
Remove superfluous grid shader
The grid shader is now exactly equal to the colour shader, so let's just use the colour shader. Contributes to issue CURA-4150.
Diffstat (limited to 'cura/BuildVolume.py')
-rwxr-xr-xcura/BuildVolume.py11
1 files changed, 6 insertions, 5 deletions
diff --git a/cura/BuildVolume.py b/cura/BuildVolume.py
index 3c2819c40b..2076c59935 100755
--- a/cura/BuildVolume.py
+++ b/cura/BuildVolume.py
@@ -1,4 +1,4 @@
-# Copyright (c) 2016 Ultimaker B.V.
+# Copyright (c) 2017 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from cura.Settings.ExtruderManager import ExtruderManager
@@ -60,7 +60,7 @@ class BuildVolume(SceneNode):
self._plate_mesh = None
self._grid_mesh = None
- self._grid_shader = None
+ self._plate_shader = None
self._disallowed_areas = []
self._disallowed_area_mesh = None
@@ -170,13 +170,13 @@ class BuildVolume(SceneNode):
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))
- self._grid_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "grid.shader"))
+ self._plate_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
theme = Application.getInstance().getTheme()
- self._grid_shader.setUniformValue("u_buildplateColor", Color(*theme.getColor("buildplate").getRgb()))
+ self._plate_shader.setUniformValue("u_color", Color(*theme.getColor("buildplate").getRgb()))
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._origin_mesh)
- renderer.queueNode(self, mesh = self._plate_mesh, shader = self._grid_shader, backface_cull = True)
+ renderer.queueNode(self, mesh = self._plate_mesh, shader = self._plate_shader, backface_cull = True)
renderer.queueNode(self, mesh = self._grid_mesh, mode = RenderBatch.RenderMode.Lines, transparent = True)
if self._disallowed_area_mesh:
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
@@ -308,6 +308,7 @@ class BuildVolume(SceneNode):
for y in range(0, int(math.floor(min_d)), -major_grid_size):
mb.addLine(Vector(min_w, min_h, y), Vector(max_w, min_h, y), color = self._grid_color)
+ #More fine grained grid.
minor_grid_size = 1
for x in range(0, int(math.ceil(max_w)), minor_grid_size):
if x % major_grid_size == 0: #Don't overlap with the major grid.