python-uranium/Uranium-5.3.0-qt-replace-gltrue-glfalse-with-bytes.patch
2023-05-22 12:33:14 -04:00

49 lines
2.4 KiB
Diff

diff -up Uranium-5.3.0/UM/View/RenderBatch.py.glfix Uranium-5.3.0/UM/View/RenderBatch.py
--- Uranium-5.3.0/UM/View/RenderBatch.py.glfix 2023-05-22 12:24:01.766428096 -0400
+++ Uranium-5.3.0/UM/View/RenderBatch.py 2023-05-22 12:24:25.918715384 -0400
@@ -186,10 +186,10 @@ class RenderBatch:
if self._render_type == self.RenderType.Solid:
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glDepthMask(self._gl.GL_TRUE)
+ self._gl.glDepthMask(b'1')
elif self._render_type == self.RenderType.Transparent:
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glDepthMask(self._gl.GL_FALSE)
+ self._gl.glDepthMask(b'0')
elif self._render_type == self.RenderType.Overlay:
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
diff -up Uranium-5.3.0/UM/View/RenderPass.py.glfix Uranium-5.3.0/UM/View/RenderPass.py
--- Uranium-5.3.0/UM/View/RenderPass.py.glfix 2023-05-22 12:24:33.374804074 -0400
+++ Uranium-5.3.0/UM/View/RenderPass.py 2023-05-22 12:25:06.914207005 -0400
@@ -93,8 +93,8 @@ class RenderPass:
self._fbo.bind()
# Ensure we can actually write to the relevant FBO components.
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE,self._gl.GL_TRUE, self._gl.GL_TRUE)
- self._gl.glDepthMask(self._gl.GL_TRUE)
+ self._gl.glColorMask(b'1', b'1',b'1', b'1')
+ self._gl.glDepthMask(b'1')
self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
diff -up Uranium-5.3.0/UM/View/SelectionPass.py.glfix Uranium-5.3.0/UM/View/SelectionPass.py
--- Uranium-5.3.0/UM/View/SelectionPass.py.glfix 2023-05-22 12:25:22.790403768 -0400
+++ Uranium-5.3.0/UM/View/SelectionPass.py 2023-05-22 12:26:49.585479447 -0400
@@ -109,13 +109,13 @@ class SelectionPass(RenderPass):
if selectable_objects:
batch.render(self._scene.getActiveCamera())
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_FALSE)
+ self._gl.glColorMask(b'1', b'1', b'1', b'0')
self._gl.glDisable(self._gl.GL_DEPTH_TEST)
tool_handle.render(self._scene.getActiveCamera())
self._gl.glEnable(self._gl.GL_DEPTH_TEST)
- self._gl.glColorMask(self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE, self._gl.GL_TRUE)
+ self._gl.glColorMask(b'1', b'1', b'1', b'1')
self.release()