Fixed the top down view light issue, made the project planner use the configured color for objects.

master
daid303 2012-11-08 08:38:37 +01:00
parent a86baec5a7
commit 3fa28497ac
3 changed files with 9 additions and 9 deletions

View File

@ -41,7 +41,7 @@ def InitGL(window, view3D, zoom):
if view3D:
gluPerspective(45.0, aspect, 1.0, 1000.0)
else:
glOrtho(-aspect, aspect, -1, 1, -1000.0, 1000.0)
glOrtho(-aspect * (zoom), aspect * (zoom), -1.0 * (zoom), 1.0 * (zoom), -1000.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

View File

@ -544,8 +544,7 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
if self.parent.objectsMaxV != None:
glTranslate(0,0,-(self.parent.objectsMaxV[2]-self.parent.objectsMinV[2]) * profile.getProfileSettingFloat('model_scale') / 2)
else:
glScale(1.0/self.zoom, 1.0/self.zoom, 1.0)
glTranslate(self.offsetX, self.offsetY, 0.0)
glTranslate(self.offsetX, self.offsetY, 0)
self.viewport = glGetIntegerv(GL_VIEWPORT);
self.modelMatrix = glGetDoublev(GL_MODELVIEW_MATRIX);

View File

@ -722,7 +722,9 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
self.offsetY = 0
self.view3D = False
self.allowDrag = False
self.objColor = profile.getPreferenceColour('model_colour')
def OnMouseLeftDown(self,e):
self.allowDrag = True
@ -780,7 +782,6 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
glRotate(-self.pitch, 1,0,0)
glRotate(self.yaw, 0,0,1)
else:
glScale(1.0/self.zoom, 1.0/self.zoom, 1.0)
glTranslate(self.offsetX, self.offsetY, 0.0)
glTranslate(-self.parent.machineSize[0]/2, -self.parent.machineSize[1]/2, 0)
@ -822,11 +823,11 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
if item.validPlacement:
if self.parent.selection == item:
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.9, 0.7, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.3, 0.2, 0.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, map(lambda x: x + 0.2, self.objColor))
glLightfv(GL_LIGHT0, GL_AMBIENT, map(lambda x: x / 2, self.objColor))
else:
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.8, 0.6, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.1, 0.1, 0.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, self.objColor)
glLightfv(GL_LIGHT0, GL_AMBIENT, map(lambda x: x / 2, self.objColor))
else:
if self.parent.selection == item:
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.0, 0.0, 0.0])