From e8c08d8f915364706213068d81e248b4b3e49fc6 Mon Sep 17 00:00:00 2001
From: Enrico Turri <enricoturri@seznam.cz>
Date: Tue, 16 Apr 2019 08:50:46 +0200
Subject: [PATCH] Switch to regular shading when manipulating an object with
 gizmos while layers editing is active

---
 src/slic3r/GUI/GLCanvas3D.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp
index 43e91064f..2c86bfd97 100644
--- a/src/slic3r/GUI/GLCanvas3D.cpp
+++ b/src/slic3r/GUI/GLCanvas3D.cpp
@@ -3657,7 +3657,7 @@ void GLCanvas3D::_render_objects() const
         m_volumes.set_clipping_plane(m_camera_clipping_plane.get_data());
 
         m_shader.start_using();
-        if (m_picking_enabled && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
+        if (m_picking_enabled && !m_gizmos.is_dragging() && m_layers_editing.is_enabled() && (m_layers_editing.last_object_id != -1) && (m_layers_editing.object_max_z() > 0.0f)) {
             int object_id = m_layers_editing.last_object_id;
             m_volumes.render_VBOs(GLVolumeCollection::Opaque, false, m_camera.get_view_matrix(), [object_id](const GLVolume &volume) {
                 // Which volume to paint without the layer height profile shader?