Don't set view_model_matrix, projection_matrix, and view_normal_matrix in TriangleSelectorMmGui::render() because they are already set inside GLGizmoMmuSegmentation::render_triangles().

This commit is contained in:
Lukáš Hejl 2023-10-21 08:51:46 +02:00
parent 2ea9c07c43
commit 87187a35fe

View File

@ -592,13 +592,8 @@ void TriangleSelectorMmGui::render(ImGuiWrapper* imgui, const Transform3d& matri
auto *shader = wxGetApp().get_current_shader();
if (!shader)
return;
assert(shader->get_name() == "mm_gouraud");
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
if (m_gizmo_scene.has_VBOs(color_idx)) {