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Fix checking whether to render objects in X-ray pass
Otherwise nothing gets drawn there. Contributes to issue CURA-5040.
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1 changed files with 3 additions and 3 deletions
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@ -1,4 +1,4 @@
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# Copyright (c) 2015 Ultimaker B.V.
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# Copyright (c) 2018 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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# Cura is released under the terms of the LGPLv3 or higher.
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import os.path
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import os.path
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@ -10,7 +10,7 @@ from UM.View.RenderPass import RenderPass
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from UM.View.RenderBatch import RenderBatch
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.OpenGL import OpenGL
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from UM.Scene.SceneNode import SceneNode
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from cura.Scene.CuraSceneNode import CuraSceneNode
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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class XRayPass(RenderPass):
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class XRayPass(RenderPass):
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@ -27,7 +27,7 @@ class XRayPass(RenderPass):
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
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batch = RenderBatch(self._shader, type = RenderBatch.RenderType.NoType, backface_cull = False, blend_mode = RenderBatch.BlendMode.Additive)
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for node in DepthFirstIterator(self._scene.getRoot()):
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for node in DepthFirstIterator(self._scene.getRoot()):
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if type(node) is SceneNode and node.getMeshData() and node.isVisible():
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if isinstance(node, CuraSceneNode) and node.getMeshData() and node.isVisible():
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batch.addItem(node.getWorldTransformation(), node.getMeshData())
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batch.addItem(node.getWorldTransformation(), node.getMeshData())
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self.bind()
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self.bind()
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