Fixed the top down view light issue, made the project planner use the configured color for objects.
parent
a86baec5a7
commit
3fa28497ac
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@ -41,7 +41,7 @@ def InitGL(window, view3D, zoom):
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if view3D:
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gluPerspective(45.0, aspect, 1.0, 1000.0)
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else:
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glOrtho(-aspect, aspect, -1, 1, -1000.0, 1000.0)
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glOrtho(-aspect * (zoom), aspect * (zoom), -1.0 * (zoom), 1.0 * (zoom), -1000.0, 1000.0)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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@ -544,8 +544,7 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
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if self.parent.objectsMaxV != None:
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glTranslate(0,0,-(self.parent.objectsMaxV[2]-self.parent.objectsMinV[2]) * profile.getProfileSettingFloat('model_scale') / 2)
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else:
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glScale(1.0/self.zoom, 1.0/self.zoom, 1.0)
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glTranslate(self.offsetX, self.offsetY, 0.0)
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glTranslate(self.offsetX, self.offsetY, 0)
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self.viewport = glGetIntegerv(GL_VIEWPORT);
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self.modelMatrix = glGetDoublev(GL_MODELVIEW_MATRIX);
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@ -722,7 +722,9 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
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self.offsetY = 0
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self.view3D = False
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self.allowDrag = False
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self.objColor = profile.getPreferenceColour('model_colour')
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def OnMouseLeftDown(self,e):
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self.allowDrag = True
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@ -780,7 +782,6 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
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glRotate(-self.pitch, 1,0,0)
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glRotate(self.yaw, 0,0,1)
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else:
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glScale(1.0/self.zoom, 1.0/self.zoom, 1.0)
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glTranslate(self.offsetX, self.offsetY, 0.0)
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glTranslate(-self.parent.machineSize[0]/2, -self.parent.machineSize[1]/2, 0)
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@ -822,11 +823,11 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
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if item.validPlacement:
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if self.parent.selection == item:
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.9, 0.7, 1.0])
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glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.3, 0.2, 0.0])
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glLightfv(GL_LIGHT0, GL_DIFFUSE, map(lambda x: x + 0.2, self.objColor))
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glLightfv(GL_LIGHT0, GL_AMBIENT, map(lambda x: x / 2, self.objColor))
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else:
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.8, 0.6, 1.0])
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glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.1, 0.1, 0.0])
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glLightfv(GL_LIGHT0, GL_DIFFUSE, self.objColor)
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glLightfv(GL_LIGHT0, GL_AMBIENT, map(lambda x: x / 2, self.objColor))
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else:
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if self.parent.selection == item:
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glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 0.0, 0.0, 0.0])
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