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https://github.com/OrcaSlicer/OrcaSlicer.git
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Use a 2-pass depth based outline algorithm when selected
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@@ -1244,7 +1244,7 @@ void GCodeViewer::render(int canvas_width, int canvas_height, int right_margin)
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#endif // ENABLE_GCODE_VIEWER_STATISTICS
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glsafe(::glEnable(GL_DEPTH_TEST));
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render_shells();
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render_shells(canvas_width, canvas_height);
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if (m_roles.empty())
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return;
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@@ -4023,7 +4023,7 @@ void GCodeViewer::render_toolpaths()
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}
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}
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void GCodeViewer::render_shells()
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void GCodeViewer::render_shells(int canvas_width, int canvas_height)
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{
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//BBS: add shell previewing logic
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if ((!m_shells.previewing && !m_shells.visible) || m_shells.volumes.empty())
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@@ -4039,7 +4039,9 @@ void GCodeViewer::render_shells()
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shader->start_using();
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shader->set_uniform("emission_factor", 0.1f);
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const Camera& camera = wxGetApp().plater()->get_camera();
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m_shells.volumes.render(GLVolumeCollection::ERenderType::Transparent, false, camera.get_view_matrix(), camera.get_projection_matrix());
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shader->set_uniform("z_far", camera.get_far_z());
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shader->set_uniform("z_near", camera.get_near_z());
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m_shells.volumes.render(GLVolumeCollection::ERenderType::Transparent, false, camera.get_view_matrix(), camera.get_projection_matrix(), {canvas_width, canvas_height});
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shader->set_uniform("emission_factor", 0.0f);
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shader->stop_using();
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