T466: Added pausing of backend work

This commit is contained in:
Victor Larchenko 2016-10-12 12:08:00 +06:00 committed by Youness Alaoui
parent b9514527dd
commit 65f3495a29
5 changed files with 28 additions and 8 deletions

View file

@ -45,16 +45,11 @@ class LayerPass(RenderPass):
tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
for node in DepthFirstIterator(self._scene.getRoot()):
flag = False
try:
flag = node.gcode
except AttributeError:
pass
if isinstance(node, ToolHandle):
tool_handle_batch.addItem(node.getWorldTransformation(), mesh = node.getSolidMesh())
elif isinstance(node, SceneNode) and (node.getMeshData() or flag) and node.isVisible():
elif isinstance(node, SceneNode) and (node.getMeshData()) and node.isVisible():
layer_data = node.callDecoration("getLayerData")
if not layer_data:
continue

View file

@ -118,8 +118,14 @@ class LayerView(View):
if type(node) is ConvexHullNode and not Selection.isSelected(node.getWatchedNode()):
continue
flag = False
try:
flag = node.gcode
except AttributeError:
pass
if not node.render(renderer):
if node.getMeshData() and node.isVisible():
if node.getMeshData() and node.isVisible() and not flag:
renderer.queueNode(node, transparent = True, shader = self._ghost_shader)
def setLayer(self, value):