# UltimakerPlatforms STLs were stripped from the tarball, don't crash because of that diff -urN Cura-15.02.1.org/Cura/gui/sceneView.py Cura-15.02.1/Cura/gui/sceneView.py --- Cura-15.02.1.org/Cura/gui/sceneView.py 2015-02-18 21:22:48.000000000 +0100 +++ Cura-15.02.1/Cura/gui/sceneView.py 2015-05-14 22:34:56.020409418 +0200 @@ -1320,105 +1320,16 @@ size = [profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')] - machine_type = profile.getMachineSetting('machine_type') - if machine_type not in self._platformMesh: - self._platformMesh[machine_type] = None - - filename = None - texture_name = None - offset = [0,0,0] - texture_offset = [0,0,0] - texture_scale = 1.0 - if machine_type == 'ultimaker2' or machine_type == 'ultimaker2extended': - filename = resources.getPathForMesh('ultimaker2_platform.stl') - offset = [-9,-37,145] - texture_name = 'Ultimaker2backplate.png' - texture_offset = [9,150,-5] - elif machine_type == 'ultimaker2go': - filename = resources.getPathForMesh('ultimaker2go_platform.stl') - offset = [0,-42,145] - texture_offset = [0,105,-5] - texture_name = 'Ultimaker2backplate.png' - texture_scale = 0.9 - elif machine_type == 'ultimaker_plus': - filename = resources.getPathForMesh('ultimaker2_platform.stl') - offset = [0,-37,145] - texture_offset = [0,150,-5] - texture_name = 'UltimakerPlusbackplate.png' - elif machine_type == 'ultimaker': - filename = resources.getPathForMesh('ultimaker_platform.stl') - offset = [0,0,2.5] - elif machine_type == 'Witbox': - filename = resources.getPathForMesh('Witbox_platform.stl') - offset = [0,-37,145] - - if filename is not None: - meshes = meshLoader.loadMeshes(filename) - if len(meshes) > 0: - self._platformMesh[machine_type] = meshes[0] - self._platformMesh[machine_type]._drawOffset = numpy.array(offset, numpy.float32) - self._platformMesh[machine_type].texture = None - if texture_name is not None: - self._platformMesh[machine_type].texture = openglHelpers.loadGLTexture(texture_name) - self._platformMesh[machine_type].texture_offset = texture_offset - self._platformMesh[machine_type].texture_scale = texture_scale - if self._platformMesh[machine_type] is not None: - mesh = self._platformMesh[machine_type] - glColor4f(1,1,1,0.5) - self._objectShader.bind() - self._renderObject(mesh, False, False) - self._objectShader.unbind() - - #For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text. - if mesh.texture is not None: - glBindTexture(GL_TEXTURE_2D, mesh.texture) - glEnable(GL_TEXTURE_2D) - glPushMatrix() - glColor4f(1,1,1,1) - - glTranslate(mesh.texture_offset[0], mesh.texture_offset[1], mesh.texture_offset[2]) - glScalef(mesh.texture_scale, mesh.texture_scale, mesh.texture_scale) - h = 50 - d = 8 - w = 100 - glEnable(GL_BLEND) - glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA) - glEnable(GL_ALPHA_TEST) - glAlphaFunc(GL_GREATER, 0.0) - glBegin(GL_QUADS) - glTexCoord2f(1, 0) - glVertex3f( w, 0, h) - glTexCoord2f(0, 0) - glVertex3f(-w, 0, h) - glTexCoord2f(0, 1) - glVertex3f(-w, 0, 0) - glTexCoord2f(1, 1) - glVertex3f( w, 0, 0) - - glTexCoord2f(1, 0) - glVertex3f(-w, d, h) - glTexCoord2f(0, 0) - glVertex3f( w, d, h) - glTexCoord2f(0, 1) - glVertex3f( w, d, 0) - glTexCoord2f(1, 1) - glVertex3f(-w, d, 0) - glEnd() - glDisable(GL_TEXTURE_2D) - glDisable(GL_ALPHA_TEST) - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) - glPopMatrix() - 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)