3D gizmos grabbers always visible to picking pass

This commit is contained in:
Enrico Turri 2018-08-24 11:17:53 +02:00
parent 95ae2d715b
commit 7f542a0f85
2 changed files with 10 additions and 11 deletions

View file

@ -2352,13 +2352,14 @@ void GLCanvas3D::render()
float theta = m_camera.get_theta();
bool is_custom_bed = m_bed.is_custom();
// picking pass
_picking_pass();
_render_background();
// draw scene
_render_background();
_render_current_gizmo();
// untextured bed needs to be rendered before objects
if (is_custom_bed)
if (is_custom_bed) // untextured bed needs to be rendered before objects
{
_render_bed(theta);
// disable depth testing so that axes are not covered by ground
@ -2366,13 +2367,15 @@ void GLCanvas3D::render()
}
_render_objects();
// textured bed needs to be rendered after objects
if (!is_custom_bed)
if (!is_custom_bed) // textured bed needs to be rendered after objects
{
_render_axes(true);
_render_bed(theta);
}
_render_cutting_plane();
// draw overlays
_render_gizmos_overlay();
_render_warning_texture();
_render_legend_texture();
@ -3819,8 +3822,8 @@ void GLCanvas3D::_picking_pass() const
::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
_render_volumes(true);
m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
if (m_multisample_allowed)
::glEnable(GL_MULTISAMPLE);