'Widen_Width_over_Edge_Width_ratio': DEFSET,
},'inset': {
'Add_Custom_Code_for_Temperature_Reading': "False",
- 'Infill_in_Direction_of_Bridge': "True",
+ 'Infill_in_Direction_of_Bridge': ifSettingAboveZero('fill_density'),
'Infill_Width': storedSettingFloat("nozzle_size"),
'Loop_Order_Choice': DEFSET,
'Overlap_Removal_Width_over_Perimeter_Width_ratio': DEFSET,
self.gcodeDisplayList = glGenLists(len(self.parent.gcode.layerList));\r
self.gcodeDisplayListCount = len(self.parent.gcode.layerList)\r
self.parent.gcodeDirty = False\r
- self.gcodeDisplayListMade = []\r
- for idx in xrange(0, len(self.parent.gcode.layerList)):\r
- self.gcodeDisplayListMade.append(False)\r
+ self.gcodeDisplayListMade = 0\r
\r
- if self.gcodeDisplayListMade != None:\r
- curLayerNum = 0\r
- for layer in self.parent.gcode.layerList:\r
- if not self.gcodeDisplayListMade[curLayerNum]:\r
- glNewList(self.gcodeDisplayList + curLayerNum, GL_COMPILE)\r
- opengl.DrawGCodeLayer(layer)\r
- glEndList()\r
- self.gcodeDisplayListMade[curLayerNum] = True\r
- self.Refresh()\r
- break\r
- curLayerNum += 1\r
- if curLayerNum == len(self.parent.gcode.layerList):\r
- self.gcodeDisplayListMade = None\r
+ if self.parent.gcode != None and self.gcodeDisplayListMade < len(self.parent.gcode.layerList):\r
+ glNewList(self.gcodeDisplayList + self.gcodeDisplayListMade, GL_COMPILE)\r
+ opengl.DrawGCodeLayer(self.parent.gcode.layerList[self.gcodeDisplayListMade])\r
+ glEndList()\r
+ self.gcodeDisplayListMade += 1\r
+ self.Refresh()\r
\r
if self.parent.gcode != None and (self.viewMode == "GCode" or self.viewMode == "Mixed"):\r
glEnable(GL_COLOR_MATERIAL)\r
glEnable(GL_LIGHTING)\r
- for i in xrange(0, self.parent.layerSpin.GetValue() + 1):\r
+ drawUpToLayer = min(self.gcodeDisplayListMade, self.parent.layerSpin.GetValue() + 1)\r
+ for i in xrange(0, drawUpToLayer):\r
c = 1.0\r
if i < self.parent.layerSpin.GetValue():\r
- c = 0.9 - (self.parent.layerSpin.GetValue() - i) * 0.1\r
+ c = 0.9 - (drawUpToLayer - i) * 0.1\r
if c < 0.4:\r
c = (0.4 + c) / 2\r
if c < 0.1:\r
c = 0.1\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0,0,0,0])\r
glLightfv(GL_LIGHT0, GL_AMBIENT, [c,c,c,c])\r
- if self.gcodeDisplayListMade == None or self.gcodeDisplayListMade[i]:\r
- glCallList(self.gcodeDisplayList + i)\r
+ glCallList(self.gcodeDisplayList + i)\r
glDisable(GL_LIGHTING)\r
glDisable(GL_COLOR_MATERIAL)\r
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0]);\r