self.drawModel(obj)\r
elif self.viewMode == "X-Ray":\r
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)\r
+ glDisable(GL_LIGHTING)\r
glDisable(GL_DEPTH_TEST)\r
glEnable(GL_STENCIL_TEST)\r
glStencilFunc(GL_ALWAYS, 1, 1)\r
glDisable(GL_STENCIL_TEST)\r
glEnable(GL_DEPTH_TEST)\r
\r
- if self.drawBorders:\r
- #Fix the depth buffer for the outline drawing.\r
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)\r
- self.drawModel(obj)\r
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)\r
+ #Fix the depth buffer for the outline drawing.\r
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)\r
+ self.drawModel(obj)\r
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)\r
elif self.viewMode == "Normal":\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, self.objColor[self.parent.objectList.index(obj)])\r
glLightfv(GL_LIGHT0, GL_AMBIENT, map(lambda x: x / 5, self.objColor[self.parent.objectList.index(obj)]))\r
glVertex3f(err[1].x, err[1].y, err[1].z)\r
glEnd()\r
glEnable(GL_DEPTH_TEST)\r
- glFlush()\r
opengl.DrawMachine(machineSize)\r
+ glFlush()\r
\r
def drawModel(self, obj):\r
multiX = 1 #int(profile.getProfileSetting('model_multiply_x'))\r