diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index 7b76f4c10..a97c9dafa 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -23,7 +23,7 @@ use base qw(Wx::GLCanvas Class::Accessor); use Math::Trig qw(asin tan); use List::Util qw(reduce min max first); use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon); -use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl); +use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND); use Wx::GLCanvas qw(:all); use Slic3r::Geometry qw(PI); @@ -752,7 +752,7 @@ sub set_bed_shape { # Set the origin for painting of the coordinate system axes. $self->origin(Slic3r::Pointf->new(0,0)); - $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7)->[0]->contour->clone); + $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone); } sub deselect_volumes { @@ -1116,8 +1116,10 @@ sub Render { # Render the object for picking. # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing. # Better to use software ray-casting on a bounding-box hierarchy. + glPushAttrib(GL_ENABLE_BIT); glDisable(GL_MULTISAMPLE); glDisable(GL_LIGHTING); + glDisable(GL_BLEND); $self->draw_volumes(1); glFlush(); glFinish(); @@ -1142,8 +1144,7 @@ sub Render { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFlush(); glFinish(); - glEnable(GL_LIGHTING); - glEnable(GL_MULTISAMPLE); + glPopAttrib(); } # draw fixed background