if self.viewMode == 'overhang':
self._objectOverhangShader.bind()
- self._objectOverhangShader.setUniform('cosAngle', math.cos(math.radians(90 - 60)))
+ self._objectOverhangShader.setUniform('cosAngle', math.cos(math.radians(90 - profile.getProfileSettingFloat('support_angle'))))
else:
self._objectShader.bind()
for obj in self._scene.objects():