From 9950662ddf012e6a95ba3ef56f8a50b5c04a631e Mon Sep 17 00:00:00 2001 From: Sabriel-Koh <52443698+Sabriel-Koh@users.noreply.github.com> Date: Tue, 10 Feb 2026 22:31:51 +0800 Subject: [PATCH] Fix: box selection selecting wrong object in orthogonal view (#12230) # Description When using box selection with the orthogonal view, unexpected objects end up getting selected. Fixed by setting the selection camera to use the same view as the display camera. Fixes #5895 # Screenshots/Recordings/Graphs Bugged: https://github.com/user-attachments/assets/e98fcbb1-0f01-43dd-a3d5-cb0af97e226e Fixed: https://github.com/user-attachments/assets/f84e801c-d595-4394-b42f-ed8758413980 ## Tests Tested the selection in both perspective and orthogonal. --- src/slic3r/GUI/GLCanvas3D.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index 91210b0786..03b75e748f 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -7308,6 +7308,7 @@ void GLCanvas3D::_rectangular_selection_picking_pass() rect_near_top = rect_near_bottom + ratio_y; framebuffer_camera.look_at(camera->get_position(), camera->get_target(), camera->get_dir_up()); + framebuffer_camera.set_type(camera->get_type()); framebuffer_camera.apply_projection(rect_near_left, rect_near_right, rect_near_bottom, rect_near_top, camera->get_near_z(), camera->get_far_z()); framebuffer_camera.set_viewport(0, 0, width, height); framebuffer_camera.apply_viewport();