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Remove commented out code
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1 changed files with 0 additions and 17 deletions
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@ -32,28 +32,11 @@ class SolidView(View):
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renderer = self.getRenderer()
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if not self._enabled_shader:
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#if Preferences.getInstance().getValue("view/show_overhang"):
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#self._enabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "overhang.frag"))
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#else:
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#self._enabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "default.frag"))
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self._enabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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#self._enabled_material.setUniformValue("u_ambientColor", Color(0.3, 0.3, 0.3, 1.0))
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#self._enabled_material.setUniformValue("u_diffuseColor", self.EnabledColor)
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#self._enabled_material.setUniformValue("u_specularColor", Color(0.4, 0.4, 0.4, 1.0))
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#self._enabled_material.setUniformValue("u_overhangColor", Color(1.0, 0.0, 0.0, 1.0))
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#self._enabled_material.setUniformValue("u_shininess", 20.)
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if not self._disabled_shader:
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self._disabled_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader"))
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self._disabled_shader.setUniformValue("u_diffuseColor", [0.68, 0.68, 0.68, 1.0])
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#self._disabled_material = renderer.createMaterial(Resources.getPath(Resources.Shaders, "default.vert"), Resources.getPath(Resources.Shaders, "default.frag"))
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#self._disabled_material.setUniformValue("u_ambientColor", Color(0.3, 0.3, 0.3, 1.0))
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#self._disabled_material.setUniformValue("u_diffuseColor", self.DisabledColor)
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#self._disabled_material.setUniformValue("u_specularColor", Color(0.4, 0.4, 0.4, 1.0))
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#self._disabled_material.setUniformValue("u_overhangColor", Color(1.0, 0.0, 0.0, 1.0))
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#self._disabled_material.setUniformValue("u_shininess", 20.)
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if Application.getInstance().getMachineManager().getActiveProfile():
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profile = Application.getInstance().getMachineManager().getActiveProfile()
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