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Layer shader now uses own attribute for line dimensions instead of misusing uvs.
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6 changed files with 22 additions and 40 deletions
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@ -149,16 +149,6 @@ class ProcessSlicedLayersJob(Job):
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_mesh = layer_data.build()
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# Hack for adding line widths and heights: misuse u, v coordinates.
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#uvs = numpy.zeros([layer_mesh.getVertexCount(), 2], dtype=numpy.float32)
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#uvs[:, 0] = 0.175
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#uvs[:, 1] = 0.125
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#from UM.Math import NumPyUtil
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#layer_mesh._uvs = NumPyUtil.immutableNDArray(uvs)
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# mesh._uvs = numpy.zeros([layer_mesh.getVertexCount(), 2])
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# mesh._uvs[:, 0] = 1.0 # width
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# mesh._uvs[:, 1] = 0.1 # height
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if self._abort_requested:
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if self._progress:
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