3D gizmos grabbers always visible to picking pass
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@@ -2352,13 +2352,14 @@ void GLCanvas3D::render()
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float theta = m_camera.get_theta();
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bool is_custom_bed = m_bed.is_custom();
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// picking pass
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_picking_pass();
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_render_background();
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// draw scene
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_render_background();
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_render_current_gizmo();
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// untextured bed needs to be rendered before objects
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if (is_custom_bed)
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if (is_custom_bed) // untextured bed needs to be rendered before objects
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{
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_render_bed(theta);
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// disable depth testing so that axes are not covered by ground
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@@ -2366,13 +2367,15 @@ void GLCanvas3D::render()
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}
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_render_objects();
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// textured bed needs to be rendered after objects
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if (!is_custom_bed)
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if (!is_custom_bed) // textured bed needs to be rendered after objects
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{
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_render_axes(true);
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_render_bed(theta);
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}
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_render_cutting_plane();
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// draw overlays
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_render_gizmos_overlay();
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_render_warning_texture();
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_render_legend_texture();
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@@ -3819,8 +3822,8 @@ void GLCanvas3D::_picking_pass() const
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::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
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_render_volumes(true);
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m_gizmos.render_current_gizmo_for_picking_pass(_selected_volumes_bounding_box());
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if (m_multisample_allowed)
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::glEnable(GL_MULTISAMPLE);
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