Fix checking whether to render objects in X-ray pass

Otherwise nothing gets drawn there.

Contributes to issue CURA-5040.
This commit is contained in:
Ghostkeeper 2018-03-06 15:50:35 +01:00
parent b179edf60e
commit 3b0a9bf16c
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@ -1,4 +1,4 @@
# Copyright (c) 2015 Ultimaker B.V.
# Copyright (c) 2018 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import os.path
@ -10,7 +10,7 @@ from UM.View.RenderPass import RenderPass
from UM.View.RenderBatch import RenderBatch
from UM.View.GL.OpenGL import OpenGL
from UM.Scene.SceneNode import SceneNode
from cura.Scene.CuraSceneNode import CuraSceneNode
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
class XRayPass(RenderPass):
@ -27,7 +27,7 @@ class XRayPass(RenderPass):
batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
for node in DepthFirstIterator(self._scene.getRoot()):
if type(node) is SceneNode and node.getMeshData() and node.isVisible():
if isinstance(node, CuraSceneNode) and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
self.bind()