3D gizmos grabbers always visible to picking pass
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@ -2352,13 +2352,14 @@ void GLCanvas3D::render()
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float theta = m_camera.get_theta();
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bool is_custom_bed = m_bed.is_custom();
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// picking pass
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_picking_pass();
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_render_background();
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// draw scene
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_render_background();
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_render_current_gizmo();
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// untextured bed needs to be rendered before objects
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if (is_custom_bed)
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if (is_custom_bed) // untextured bed needs to be rendered before objects
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{
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_render_bed(theta);
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// disable depth testing so that axes are not covered by ground
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@ -2366,13 +2367,15 @@ void GLCanvas3D::render()
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}
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_render_objects();
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// textured bed needs to be rendered after objects
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if (!is_custom_bed)
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if (!is_custom_bed) // textured bed needs to be rendered after objects
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{
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_render_axes(true);
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_render_bed(theta);
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}
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_render_cutting_plane();
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// draw overlays
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_render_gizmos_overlay();
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_render_warning_texture();
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_render_legend_texture();
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@ -3819,8 +3822,8 @@ void GLCanvas3D::_picking_pass() const
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::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
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_render_volumes(true);
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m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
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if (m_multisample_allowed)
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::glEnable(GL_MULTISAMPLE);
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@ -373,11 +373,7 @@ void GLGizmoRotate::on_render(const BoundingBoxf3& box) const
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void GLGizmoRotate::on_render_for_picking(const BoundingBoxf3& box) const
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{
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#if ENABLE_GIZMOS_3D
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::glEnable(GL_DEPTH_TEST);
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#else
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::glDisable(GL_DEPTH_TEST);
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#endif // ENABLE_GIZMOS_3D
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::glPushMatrix();
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transform_to_local();
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@ -926,7 +922,7 @@ void GLGizmoScale3D::on_render(const BoundingBoxf3& box) const
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void GLGizmoScale3D::on_render_for_picking(const BoundingBoxf3& box) const
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{
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::glEnable(GL_DEPTH_TEST);
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::glDisable(GL_DEPTH_TEST);
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for (unsigned int i = 0; i < (unsigned int)m_grabbers.size(); ++i)
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{
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