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Don't set view_model_matrix, projection_matrix, and view_normal_matrix in TriangleSelectorMmGui::render() because they are already set inside GLGizmoMmuSegmentation::render_triangles().
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@ -592,13 +592,8 @@ void TriangleSelectorMmGui::render(ImGuiWrapper* imgui, const Transform3d& matri
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auto *shader = wxGetApp().get_current_shader();
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auto *shader = wxGetApp().get_current_shader();
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if (!shader)
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if (!shader)
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return;
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return;
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assert(shader->get_name() == "mm_gouraud");
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assert(shader->get_name() == "mm_gouraud");
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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