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authorGhostkeeper <rubend@tutanota.com>2020-08-20 17:34:58 +0300
committerGhostkeeper <rubend@tutanota.com>2020-08-20 17:34:58 +0300
commita757dc7fa0b1b19efa1024132e2d6c94d2788626 (patch)
treec18db21ae7fa7759951c5f8a58e2cbe51460f1d7 /plugins/SimulationView
parent7f70acbaf1f6a5c6b1f77d9eed47ceb592256983 (diff)
parentaf05aa61b79071e1a0ba77bd5340bb19cf0e16f4 (diff)
Merge branch '4.7'
Diffstat (limited to 'plugins/SimulationView')
-rw-r--r--plugins/SimulationView/SimulationPass.py15
1 files changed, 0 insertions, 15 deletions
diff --git a/plugins/SimulationView/SimulationPass.py b/plugins/SimulationView/SimulationPass.py
index f594fefbe5..b720fc5758 100644
--- a/plugins/SimulationView/SimulationPass.py
+++ b/plugins/SimulationView/SimulationPass.py
@@ -32,7 +32,6 @@ class SimulationPass(RenderPass):
self._current_shader = None # This shader will be the shadow or the normal depending if the user wants to see the paths or the layers
self._tool_handle_shader = None
self._nozzle_shader = None
- self._disabled_shader = None
self._old_current_layer = 0
self._old_current_path = 0
self._switching_layers = True # It tracks when the user is moving the layers' slider
@@ -91,17 +90,9 @@ class SimulationPass(RenderPass):
self._nozzle_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader"))
self._nozzle_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("layerview_nozzle").getRgb()))
- if not self._disabled_shader:
- self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader"))
- self._disabled_shader.setUniformValue("u_diffuseColor1", Color(*Application.getInstance().getTheme().getColor("model_unslicable").getRgb()))
- self._disabled_shader.setUniformValue("u_diffuseColor2", Color(*Application.getInstance().getTheme().getColor("model_unslicable_alt").getRgb()))
- self._disabled_shader.setUniformValue("u_width", 50.0)
- self._disabled_shader.setUniformValue("u_opacity", 0.6)
-
self.bind()
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
- disabled_batch = RenderBatch(self._disabled_shader)
head_position = None # Indicates the current position of the print head
nozzle_node = None
@@ -114,9 +105,6 @@ class SimulationPass(RenderPass):
nozzle_node = node
nozzle_node.setVisible(False)
- elif getattr(node, "_outside_buildarea", False) and isinstance(node, SceneNode) and node.getMeshData() and node.isVisible():
- disabled_batch.addItem(node.getWorldTransformation(copy=False), node.getMeshData())
-
elif isinstance(node, SceneNode) and (node.getMeshData() or node.callDecoration("isBlockSlicing")) and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
@@ -195,9 +183,6 @@ class SimulationPass(RenderPass):
nozzle_batch.addItem(nozzle_node.getWorldTransformation(), mesh = nozzle_node.getMeshData())
nozzle_batch.render(self._scene.getActiveCamera())
- if len(disabled_batch.items) > 0:
- disabled_batch.render(self._scene.getActiveCamera())
-
# Render toolhandles on top of the layerview
if len(tool_handle_batch.items) > 0:
tool_handle_batch.render(self._scene.getActiveCamera())