diff options
author | Ghostkeeper <rubend@tutanota.com> | 2020-08-20 17:34:58 +0300 |
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committer | Ghostkeeper <rubend@tutanota.com> | 2020-08-20 17:34:58 +0300 |
commit | a757dc7fa0b1b19efa1024132e2d6c94d2788626 (patch) | |
tree | c18db21ae7fa7759951c5f8a58e2cbe51460f1d7 /plugins/SimulationView | |
parent | 7f70acbaf1f6a5c6b1f77d9eed47ceb592256983 (diff) | |
parent | af05aa61b79071e1a0ba77bd5340bb19cf0e16f4 (diff) |
Merge branch '4.7'
Diffstat (limited to 'plugins/SimulationView')
-rw-r--r-- | plugins/SimulationView/SimulationPass.py | 15 |
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()) |