From d03b0e610baf1ec49d48348fd3a1498c8ddb38df Mon Sep 17 00:00:00 2001 From: Diego Prado Gesto Date: Wed, 13 Jun 2018 11:56:53 +0200 Subject: [PATCH] CURA-5330 Fix typing in the PreviewPass --- cura/PreviewPass.py | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/cura/PreviewPass.py b/cura/PreviewPass.py index 511d379f4b..22f50890a3 100644 --- a/cura/PreviewPass.py +++ b/cura/PreviewPass.py @@ -53,20 +53,23 @@ class PreviewPass(RenderPass): def render(self) -> None: if not self._shader: self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "overhang.shader")) - self._shader.setUniformValue("u_overhangAngle", 1.0) - self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0]) - self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0]) - self._shader.setUniformValue("u_shininess", 20.0) + if self._shader: + self._shader.setUniformValue("u_overhangAngle", 1.0) + self._shader.setUniformValue("u_ambientColor", [0.1, 0.1, 0.1, 1.0]) + self._shader.setUniformValue("u_specularColor", [0.6, 0.6, 0.6, 1.0]) + self._shader.setUniformValue("u_shininess", 20.0) if not self._non_printing_shader: - self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader")) - self._non_printing_shader.setUniformValue("u_diffuseColor", [0.5, 0.5, 0.5, 0.5]) - self._non_printing_shader.setUniformValue("u_opacity", 0.6) + if self._non_printing_shader: + self._non_printing_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "transparent_object.shader")) + self._non_printing_shader.setUniformValue("u_diffuseColor", [0.5, 0.5, 0.5, 0.5]) + self._non_printing_shader.setUniformValue("u_opacity", 0.6) if not self._support_mesh_shader: self._support_mesh_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "striped.shader")) - self._support_mesh_shader.setUniformValue("u_vertical_stripes", True) - self._support_mesh_shader.setUniformValue("u_width", 5.0) + if self._support_mesh_shader: + self._support_mesh_shader.setUniformValue("u_vertical_stripes", True) + self._support_mesh_shader.setUniformValue("u_width", 5.0) self._gl.glClearColor(0.0, 0.0, 0.0, 0.0) self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)