Layer shader now uses own attribute for line dimensions instead of misusing uvs.

This commit is contained in:
Jack Ha 2016-12-28 15:20:14 +01:00
parent 8d2b3654a4
commit 0f2fb86cd9
6 changed files with 22 additions and 40 deletions

View file

@ -149,16 +149,6 @@ class ProcessSlicedLayersJob(Job):
# We are done processing all the layers we got from the engine, now create a mesh out of the data
layer_mesh = layer_data.build()
# Hack for adding line widths and heights: misuse u, v coordinates.
#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
#uvs[:, 0] = 0.175
#uvs[:, 1] = 0.125
#from UM.Math import NumPyUtil
#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
# mesh._uvs[:, 0] = 1.0 # width
# mesh._uvs[:, 1] = 0.1 # height
if self._abort_requested:
if self._progress: