Making abutted faces union correctly
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2f3888137c
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3 changed files with 13 additions and 7 deletions
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@ -368,11 +368,17 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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void SetToSolid()
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{
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// make sure the render mode is set to shaded or outline
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if (sceneContext.ViewState.RenderType != RenderOpenGl.RenderTypes.Shaded
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&& sceneContext.ViewState.RenderType != RenderOpenGl.RenderTypes.Outlines)
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{
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// make sure the render mode is set to outline
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sceneContext.ViewState.RenderType = RenderOpenGl.RenderTypes.Outlines;
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switch(sceneContext.ViewState.RenderType)
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{
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case RenderOpenGl.RenderTypes.Shaded:
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case RenderOpenGl.RenderTypes.Outlines:
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case RenderOpenGl.RenderTypes.Polygons:
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break;
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default:
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// make sure the render mode is set to outline
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sceneContext.ViewState.RenderType = RenderOpenGl.RenderTypes.Outlines;
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break;
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}
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var currentOutputType = selectedItem.WorldOutputType();
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@ -1 +1 @@
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Subproject commit 8b8b6938b05a8780f079d2f2b6f9a69d621e090e
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Subproject commit 5754263017523527f1c076b0c667fe56abb6e5bd
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@ -625,7 +625,7 @@ namespace MatterControl.Tests.MatterControl
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new CancellationToken());
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Assert.AreEqual(12, mesh.Faces.Count());
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var aabb = mesh.GetAxisAlignedBoundingBox();
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Assert.AreEqual(15, aabb.YSize, .001);
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Assert.AreEqual(20, aabb.YSize, .001);
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}
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}
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