self._animView = None
self._animZoom = None
self._platformMesh = meshLoader.loadMeshes(resources.getPathForMesh('ultimaker_platform.stl'))[0]
- self._platformMesh._drawOffset = numpy.array([0,0,1.5], numpy.float32)
+ self._platformMesh._drawOffset = numpy.array([0,0,2.5], numpy.float32)
self._isSimpleMode = True
self._viewport = None
if self._animZoom.isDone():
self._animZoom = None
if self.viewMode == 'gcode' and self._gcode is not None:
- self._viewTarget[2] = self._gcode.layerList[self.layerSelect.getValue()][-1].points[0][2]
+ try:
+ self._viewTarget[2] = self._gcode.layerList[self.layerSelect.getValue()][-1].points[0][2]
+ except:
+ pass
if self._objectShader is None:
self._objectShader = opengl.GLShader("""
varying float light_amount;
self._renderObject(obj)
if self._mouseX > -1:
+ glFlush()
n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0]
if n < len(self._scene.objects()):
self._focusObj = self._scene.objects()[n]
else:
self._focusObj = None
f = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT)[0][0]
+ #self.GetTopLevelParent().SetTitle(hex(n) + " " + str(f))
self._mouse3Dpos = opengl.unproject(self._mouseX, self._viewport[1] + self._viewport[3] - self._mouseY, f, self._modelMatrix, self._projMatrix, self._viewport)
self._mouse3Dpos -= self._viewTarget