diff --git a/3d-viewer/3d_rendering/opengl/3d_model.cpp b/3d-viewer/3d_rendering/opengl/3d_model.cpp index 729a1a0772..e84b3e2b70 100644 --- a/3d-viewer/3d_rendering/opengl/3d_model.cpp +++ b/3d-viewer/3d_rendering/opengl/3d_model.cpp @@ -439,7 +439,6 @@ void MODEL_3D::Draw( bool aTransparent, float aOpacity, bool aUseSelectedMateria glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (const float*)¶m.x ); - // BeginDrawMulti(); for( const MODEL_3D::MATERIAL& mat : m_materials ) { if( ( mat.IsTransparent() != aTransparent ) diff --git a/3d-viewer/3d_rendering/opengl/render_3d_opengl.cpp b/3d-viewer/3d_rendering/opengl/render_3d_opengl.cpp index b4c0044d4a..a5495d2390 100644 --- a/3d-viewer/3d_rendering/opengl/render_3d_opengl.cpp +++ b/3d-viewer/3d_rendering/opengl/render_3d_opengl.cpp @@ -905,6 +905,7 @@ bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter, // Enables Texture Env so it can combine model transparency with each footprint opacity glEnable( GL_TEXTURE_2D ); glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, m_circleTexture ); // Uses an existent texture so the glTexEnv operations will work glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );