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?