diff --git a/plugins/LayerView/LayerView.py b/plugins/LayerView/LayerView.py index f60d492ec7..7c7246361e 100644 --- a/plugins/LayerView/LayerView.py +++ b/plugins/LayerView/LayerView.py @@ -33,7 +33,7 @@ class LayerView(View): def __init__(self): super().__init__() self._shader = None - self._selection_shader = None + self._ghost_shader = None self._num_layers = 0 self._layer_percentage = 0 # what percentage of layers need to be shown (Slider gives value between 0 - 100) self._proxy = LayerViewProxy.LayerViewProxy() @@ -84,10 +84,9 @@ class LayerView(View): scene = self.getController().getScene() renderer = self.getRenderer() - if not self._selection_shader: - self._selection_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) - self._selection_shader.setUniformValue("u_color", Color(32, 32, 32, 128)) - + if not self._ghost_shader: + self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) + self._ghost_shader.setUniformValue("u_color", Color(32, 32, 32, 96)) for node in DepthFirstIterator(scene.getRoot()): # We do not want to render ConvexHullNode as it conflicts with the bottom layers. # However, it is somewhat relevant when the node is selected, so do render it then. @@ -96,8 +95,7 @@ class LayerView(View): if not node.render(renderer): if node.getMeshData() and node.isVisible(): - if Selection.isSelected(node): - renderer.queueNode(node, transparent = True, shader = self._selection_shader) + renderer.queueNode(node, transparent = True, shader = self._ghost_shader) layer_data = node.callDecoration("getLayerData") if not layer_data: continue @@ -113,13 +111,13 @@ class LayerView(View): end += counts # This uses glDrawRangeElements internally to only draw a certain range of lines. - renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end)) + renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, overlay = True, range = (start, end)) if self._current_layer_mesh: - renderer.queueNode(node, mesh = self._current_layer_mesh) + renderer.queueNode(node, mesh = self._current_layer_mesh, overlay = True) if self._current_layer_jumps: - renderer.queueNode(node, mesh = self._current_layer_jumps) + renderer.queueNode(node, mesh = self._current_layer_jumps, overlay = True) def setLayer(self, value): if self._current_layer_num != value: