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Remove unneeded checks in convex hull node
CURA-7106
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parent
16bc2071ee
commit
570efc8310
2 changed files with 6 additions and 9 deletions
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@ -80,14 +80,11 @@ class ConvexHullNode(SceneNode):
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ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
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ConvexHullNode.shader.setUniformValue("u_diffuseColor", self._color)
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ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
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ConvexHullNode.shader.setUniformValue("u_opacity", 0.6)
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if self.getParent():
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renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
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if self.getMeshData() and isinstance(self._node, SceneNode) and self._node.callDecoration("getBuildPlateNumber") == Application.getInstance().getMultiBuildPlateModel().activeBuildPlate:
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if self._convex_hull_head_mesh:
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# The object itself (+ adhesion in one-at-a-time mode)
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# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
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renderer.queueNode(self, transparent = True, shader = ConvexHullNode.shader, backface_cull = True, sort = -8)
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# cannot be printed after A, because the head would hit A while printing the current object
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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# The full head. Rendered as a hint to the user: If this area overlaps another object A; this object
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# cannot be printed after A, because the head would hit A while printing the current object
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renderer.queueNode(self, shader = ConvexHullNode.shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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return True
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@ -167,7 +167,7 @@ class SolidView(View):
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self._composite_pass.setLayerBindings(["default", "selection", "xray"])
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self._composite_pass.setLayerBindings(["default", "selection", "xray"])
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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def beginRendering(self):
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def beginRendering(self):
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scene = self.getController().getScene()
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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renderer = self.getRenderer()
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