diff options
author | Ghostkeeper <rubend@tutanota.com> | 2017-08-17 16:25:27 +0300 |
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committer | Ghostkeeper <rubend@tutanota.com> | 2017-08-17 16:25:27 +0300 |
commit | 585b6ad8ebcf8933571f2fe6d4d5abe864df826f (patch) | |
tree | cb50806d3916ce8b3bb40caff4d4febc6ec76a1b /cura/BuildVolume.py | |
parent | bb3f8d085be5eb5a5ef889a4a2f70c509d2cda48 (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-x | cura/BuildVolume.py | 11 |
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. |