Remove unnecessary bools

CURA-2199
This commit is contained in:
fieldOfView 2016-09-19 17:17:03 +02:00
parent b05caa8bdc
commit 155fe326b7

View file

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