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authorTim Kuipers <t.kuipers@ultimaker.com>2019-10-22 12:27:30 +0300
committerTim Kuipers <t.kuipers@ultimaker.com>2020-02-27 18:41:20 +0300
commit4a8385e3e8b91e0a6443b104b4d6a6320648314f (patch)
tree1be38414a51ee6a104eed5bbf528c9de57ce2ca3 /plugins/SolidView
parentb515a0f74468983b7c66178fda54b6abe7277983 (diff)
make xray counting color hardcoded value
Somewhere between the xray.shader and the xray_composite.shader the colors are stored as unsigned int. Since we want to count the integer number of faces behind a pixel in the red channel, we simply use a color with an r value of 1/255.
Diffstat (limited to 'plugins/SolidView')
-rw-r--r--plugins/SolidView/SolidView.py1
-rw-r--r--plugins/SolidView/xray_composite.shader4
2 files changed, 2 insertions, 3 deletions
diff --git a/plugins/SolidView/SolidView.py b/plugins/SolidView/SolidView.py
index 565a704b0a..bf8eb67782 100644
--- a/plugins/SolidView/SolidView.py
+++ b/plugins/SolidView/SolidView.py
@@ -120,7 +120,6 @@ class SolidView(View):
if not self._xray_shader:
self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
- self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
if not self._xray_composite_shader:
self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader"))
diff --git a/plugins/SolidView/xray_composite.shader b/plugins/SolidView/xray_composite.shader
index 9e8d1545a4..db661d5540 100644
--- a/plugins/SolidView/xray_composite.shader
+++ b/plugins/SolidView/xray_composite.shader
@@ -58,7 +58,7 @@ fragment =
result = layer0 * layer0.a + result * (1.0 - layer0.a);
- float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
+ float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0;
if(mod(intersection_count, 2.0) >= 1.0)
{
if (hash12(v_uvs) > 0.5)
@@ -146,7 +146,7 @@ fragment41core =
result = layer0 * layer0.a + result * (1.0 - layer0.a);
- float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
+ float intersection_count = texture(u_layer2, v_uvs).r * 255.0;
if(mod(intersection_count, 2.0) >= 1.0)
{
if (hash12(v_uvs) > 0.5)