size = [profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')]
machine = profile.getMachineSetting('machine_type')
- if machine.startswith('ultimaker'):
+
+ #Due to NC licensing, temporarily removing platform mesh loading for Ultimaker and Witbox
+ '''if machine.startswith('ultimaker'):
if machine not in self._platformMesh:
meshes = meshLoader.loadMeshes(resources.getPathForMesh(machine + '_platform.stl'))
if len(meshes) > 0:
self._objectShader.bind()
self._renderObject(self._platformMesh[machine], False, False)
self._objectShader.unbind()
- else:
- glColor4f(0,0,0,1)
- glLineWidth(3)
- glBegin(GL_LINES)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2, 10)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2+10, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
- glEnd()
+ '''
+
+ glColor4f(0,0,0,1)
+ glLineWidth(3)
+ glBegin(GL_LINES)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 10)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2+10, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
+ glEnd()
glDepthMask(False)