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authorGhostkeeper <rubend@tutanota.com>2018-03-06 17:50:35 +0300
committerGhostkeeper <rubend@tutanota.com>2018-03-06 17:53:34 +0300
commit3b0a9bf16c88d0f8ae9179d5cdbd855f7b64204d (patch)
tree617656bd9389b395f8f4adb4567a95ddadcc3881 /plugins/XRayView
parentb179edf60e31a57e42c84cf88ce82f84187cd60f (diff)
Fix checking whether to render objects in X-ray pass
Otherwise nothing gets drawn there. Contributes to issue CURA-5040.
Diffstat (limited to 'plugins/XRayView')
-rw-r--r--plugins/XRayView/XRayPass.py6
1 files changed, 3 insertions, 3 deletions
diff --git a/plugins/XRayView/XRayPass.py b/plugins/XRayView/XRayPass.py
index 38c88a256e..a75d393b35 100644
--- a/plugins/XRayView/XRayPass.py
+++ b/plugins/XRayView/XRayPass.py
@@ -1,4 +1,4 @@
-# Copyright (c) 2015 Ultimaker B.V.
+# Copyright (c) 2018 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import os.path
@@ -10,7 +10,7 @@ from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
-from UM.Scene.SceneNode import SceneNode
+from cura.Scene.CuraSceneNode import CuraSceneNode
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
class XRayPass(RenderPass):
@@ -27,7 +27,7 @@ class XRayPass(RenderPass):
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
for node in DepthFirstIterator(self._scene.getRoot()):
- if type(node) is SceneNode and node.getMeshData() and node.isVisible():
+ if isinstance(node, CuraSceneNode) and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
self.bind()