diff --git a/plugins/LayerView/LayerPass.py b/plugins/LayerView/LayerPass.py index 289b38ccbd..713709664f 100644 --- a/plugins/LayerView/LayerPass.py +++ b/plugins/LayerView/LayerPass.py @@ -123,12 +123,10 @@ class LayerPass(RenderPass): self.bind() tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay) - tool_handle_has_items = False for node in DepthFirstIterator(self._scene.getRoot()): if isinstance(node, ToolHandle): tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh()) - tool_handle_has_items = True elif isinstance(node, SceneNode) and node.getMeshData() and node.isVisible(): layer_data = node.callDecoration("getLayerData") @@ -152,21 +150,18 @@ class LayerPass(RenderPass): # Create a new batch that is not range-limited batch = RenderBatch(self._shader, type = RenderBatch.RenderType.Solid) - batch_has_items = False if self._current_layer_mesh: - batch_has_items = True batch.addItem(node.getWorldTransformation(), self._current_layer_mesh) if self._current_layer_jumps: - batch_has_items = True batch.addItem(node.getWorldTransformation(), self._current_layer_jumps) - if batch_has_items: + if len(batch.items) > 0: batch.render(self._scene.getActiveCamera()) # Render toolhandles on top of the layerview - if tool_handle_has_items: + if len(tool_handle_batch.items) > 0: tool_handle_batch.render(self._scene.getActiveCamera()) self.release()