Don't trim non-physical layers to board-outline.

If the user wants a realistic render, then they'll turn off
non-physical layers entirely.
This commit is contained in:
Jeff Young 2023-09-20 13:43:23 +01:00
parent ee91b550d8
commit 7e70ceaa03
2 changed files with 9 additions and 3 deletions

View File

@ -584,8 +584,11 @@ void RENDER_3D_OPENGL::reload( REPORTER* aStatusReporter, REPORTER* aWarningRepo
{
polyListSubtracted = *map_poly.at( layer_id );;
polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
if( LSET::PhysicalLayersMask().test( layer_id ) )
{
polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
SHAPE_POLY_SET::PM_FAST );
}
if( layer_id != B_Mask && layer_id != F_Mask )
{

View File

@ -700,7 +700,10 @@ bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
- pLayerDispList->GetZBot() );
}
OPENGL_RENDER_LIST* anti_board = m_antiBoard;
OPENGL_RENDER_LIST* anti_board = nullptr;
if( LSET::PhysicalLayersMask().test( layer_id ) )
anti_board = m_antiBoard;
if( anti_board )
{