Tech ENABLE_MODIFIERS_ALWAYS_TRANSPARENT set as default

This commit is contained in:
enricoturri1966 2022-01-12 12:35:36 +01:00
parent 123fc13123
commit b4308f4245
4 changed files with 0 additions and 36 deletions

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@ -36,15 +36,6 @@
#define ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS 1
//====================
// 2.4.0.beta1 techs
//====================
#define ENABLE_2_4_0_BETA1 1
// Enable rendering modifiers and similar objects always as transparent
#define ENABLE_MODIFIERS_ALWAYS_TRANSPARENT (1 && ENABLE_2_4_0_BETA1)
//====================
// 2.4.0.beta2 techs
//====================

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@ -451,15 +451,9 @@ std::array<float, 4> color_from_model_volume(const ModelVolume& model_volume)
color[2] = 0.2f;
}
else if (model_volume.is_modifier()) {
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
color[0] = 1.0f;
color[1] = 1.0f;
color[2] = 0.2f;
#else
color[0] = 0.2f;
color[1] = 1.0f;
color[2] = 0.2f;
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
}
else if (model_volume.is_support_blocker()) {
color[0] = 1.0f;
@ -845,15 +839,11 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
glsafe(::glDisable(GL_CULL_FACE));
for (GLVolumeWithIdAndZ& volume : to_render) {
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
if (type == ERenderType::Transparent)
volume.first->force_transparent = true;
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
volume.first->set_render_color();
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
if (type == ERenderType::Transparent)
volume.first->force_transparent = false;
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
// render sinking contours of non-hovered volumes
if (m_show_sinking_contours)

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@ -1302,15 +1302,6 @@ bool GLCanvas3D::is_reload_delayed() const
void GLCanvas3D::enable_layers_editing(bool enable)
{
m_layers_editing.set_enabled(enable);
#if !ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
const Selection::IndicesList& idxs = m_selection.get_volume_idxs();
for (unsigned int idx : idxs) {
GLVolume* v = m_volumes.volumes[idx];
if (v->is_modifier)
v->force_transparent = enable;
}
#endif // !ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
set_as_dirty();
}

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@ -448,7 +448,6 @@ void Selection::clear()
if (m_list.empty())
return;
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
// ensure that the volumes get the proper color before next call to render (expecially needed for transparent volumes)
for (unsigned int i : m_list) {
GLVolume& volume = *(*m_volumes)[i];
@ -460,13 +459,6 @@ void Selection::clear()
if (transparent)
volume.force_transparent = false;
}
#else
for (unsigned int i : m_list) {
(*m_volumes)[i]->selected = false;
// ensure the volume gets the proper color before next call to render (expecially needed for transparent volumes)
(*m_volumes)[i]->set_render_color();
}
#endif // ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
m_list.clear();