diff --git a/plugins/UM3NetworkPrinting/DiscoverUM3Action.py b/plugins/UM3NetworkPrinting/DiscoverUM3Action.py index 0b8d6e9f53..4c32a1c19c 100644 --- a/plugins/UM3NetworkPrinting/DiscoverUM3Action.py +++ b/plugins/UM3NetworkPrinting/DiscoverUM3Action.py @@ -83,15 +83,8 @@ class DiscoverUM3Action(MachineAction): @pyqtProperty("QVariantList", notify = discoveredDevicesChanged) def foundDevices(self): if self._network_plugin: - # TODO: Check if this needs to stay. - if Application.getInstance().getGlobalContainerStack(): - global_printer_type = Application.getInstance().getGlobalContainerStack().getBottom().getId() - else: - global_printer_type = "unknown" printers = list(self._network_plugin.getDiscoveredDevices().values()) - # TODO; There are still some testing printers that don't have a correct printer type, so don't filter out unkown ones just yet. - #printers = [printer for printer in printers if printer.printerType == global_printer_type or printer.printerType == "unknown"] printers.sort(key = lambda k: k.name) return printers else: diff --git a/resources/qml/PrintMonitor.qml b/resources/qml/PrintMonitor.qml index ae74170004..b24bcb6d6c 100644 --- a/resources/qml/PrintMonitor.qml +++ b/resources/qml/PrintMonitor.qml @@ -67,7 +67,7 @@ Column HeatedBedBox { visible: { - if(activePrinter != null && activePrinter.bed_temperature != -1) + if(activePrinter != null && activePrinter.bedTemperature != -1) { return true } diff --git a/resources/shaders/camera_distance.shader b/resources/shaders/camera_distance.shader index e6e894a2f6..437aa39cc2 100644 --- a/resources/shaders/camera_distance.shader +++ b/resources/shaders/camera_distance.shader @@ -25,9 +25,9 @@ fragment = highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter - encoded.b = floor(distance_to_camera / 65536.0); - encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0); - encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0); + encoded.r = floor(distance_to_camera / 65536.0); + encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0); + encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0); gl_FragColor.rgb = encoded / 255.; gl_FragColor.a = 1.0;