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Fix z-fighting between build-plate-grid and printer-model.
Since both of them where a different render type (solid versus transparent) the sorting didn't work. Make them both transparent. (Though no changes where made there, see also UM/Scene/Platform -- which is not to be confused with UM/Platform.) should fix CURA-12188
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parent
3e39c883fa
commit
32369e39e3
2 changed files with 4 additions and 2 deletions
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@ -262,9 +262,9 @@ class BuildVolume(SceneNode):
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
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renderer.queueNode(self, mesh = self._origin_mesh, backface_cull = True)
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renderer.queueNode(self, mesh = self._origin_mesh, backface_cull = True)
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renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader, backface_cull = True)
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renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader, backface_cull = True, transparent = True, sort = -10)
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if self._disallowed_area_mesh:
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if self._disallowed_area_mesh:
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renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
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renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -5)
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if self._error_mesh:
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if self._error_mesh:
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renderer.queueNode(self, mesh=self._error_mesh, shader=self._shader, transparent=True,
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renderer.queueNode(self, mesh=self._error_mesh, shader=self._shader, transparent=True,
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@ -45,6 +45,7 @@ fragment =
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float majorLine = min(majorGrid.x, majorGrid.y);
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float majorLine = min(majorGrid.x, majorGrid.y);
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gl_FragColor = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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gl_FragColor = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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gl_FragColor.a = 0.8;
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}
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}
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vertex41core =
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vertex41core =
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@ -88,6 +89,7 @@ fragment41core =
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float majorLine = min(majorGrid.x, majorGrid.y);
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float majorLine = min(majorGrid.x, majorGrid.y);
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frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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frag_color.a = 0.8;
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}
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}
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[defaults]
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[defaults]
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