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Fixed issues when rendering shells of painted objects
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46bb8e5ac6
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@ -814,7 +814,8 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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const int vol_idx = volume.first->volume_idx();
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const int vol_idx = volume.first->volume_idx();
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const bool render_as_mmu_painted = is_render_as_mmu_painted_enabled && !volume.first->selected &&
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const bool render_as_mmu_painted = is_render_as_mmu_painted_enabled && !volume.first->selected &&
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!volume.first->is_outside && volume.first->hover == GLVolume::HS_None && !volume.first->is_wipe_tower && obj_idx >= 0 && vol_idx >= 0 &&
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!volume.first->is_outside && volume.first->hover == GLVolume::HS_None && !volume.first->is_wipe_tower && obj_idx >= 0 && vol_idx >= 0 &&
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!model_objects[obj_idx]->volumes[vol_idx]->mm_segmentation_facets.empty();
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!model_objects[obj_idx]->volumes[vol_idx]->mm_segmentation_facets.empty() &&
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type != GLVolumeCollection::ERenderType::Transparent; // to filter out shells (not very nice)
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volume.first->set_render_color(true);
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volume.first->set_render_color(true);
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// render sinking contours of non-hovered volumes
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// render sinking contours of non-hovered volumes
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