From 90a1f5f8edc5ce264b24ab0b99e0ad3af5961cde Mon Sep 17 00:00:00 2001 From: fieldOfView Date: Wed, 3 Aug 2016 14:04:33 +0200 Subject: [PATCH] Revert "Revert "Show "ghosts" for all objects on the buildplate in layerview"" This reverts commit 0f9b989ae86fa319269a715d960b533f2a51c09d. --- plugins/LayerView/LayerView.py | 17 +++++------------ 1 file changed, 5 insertions(+), 12 deletions(-) diff --git a/plugins/LayerView/LayerView.py b/plugins/LayerView/LayerView.py index 801f4797dd..7956e35d2a 100644 --- a/plugins/LayerView/LayerView.py +++ b/plugins/LayerView/LayerView.py @@ -86,8 +86,7 @@ class LayerView(View): if not self._ghost_shader: self._ghost_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "color.shader")) - self._ghost_shader.setUniformValue("u_color", Color(0, 0, 0, 64)) - + 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. @@ -96,13 +95,7 @@ class LayerView(View): if not node.render(renderer): if node.getMeshData() and node.isVisible(): - renderer.queueNode(node, - shader = self._ghost_shader, - type = RenderBatch.RenderType.Transparent ) - - for node in DepthFirstIterator(scene.getRoot()): - if type(node) is SceneNode: - if node.getMeshData() and node.isVisible(): + renderer.queueNode(node, transparent = True, shader = self._ghost_shader) layer_data = node.callDecoration("getLayerData") if not layer_data: continue @@ -118,13 +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: