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Fixed issue that the lower half of the object was shown darker than the upper half of the object after slicing with MMU segmentation.
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@ -651,6 +651,7 @@ void TriangleSelectorMmuGui::render(ImGuiWrapper *imgui)
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shader->stop_using();
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shader->stop_using();
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});
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});
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shader->set_uniform("slope.actived", false);
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shader->set_uniform("slope.actived", false);
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shader->set_uniform("print_box.actived", false);
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for (size_t color_idx = 0; color_idx < m_iva_colors.size(); ++color_idx) {
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for (size_t color_idx = 0; color_idx < m_iva_colors.size(); ++color_idx) {
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if (render_colors[color_idx]) {
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if (render_colors[color_idx]) {
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@ -653,6 +653,7 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
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shader->start_using();
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shader->start_using();
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ScopeGuard guard([shader]() { if (shader) shader->stop_using(); });
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ScopeGuard guard([shader]() { if (shader) shader->stop_using(); });
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shader->set_uniform("slope.actived", false);
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shader->set_uniform("slope.actived", false);
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shader->set_uniform("print_box.actived", false);
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if (render_enf) {
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if (render_enf) {
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std::array<float, 4> color = { 0.47f, 0.47f, 1.f, 1.f };
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std::array<float, 4> color = { 0.47f, 0.47f, 1.f, 1.f };
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