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.
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7e70ceaa03
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@ -584,8 +584,11 @@ void RENDER_3D_OPENGL::reload( REPORTER* aStatusReporter, REPORTER* aWarningRepo
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{
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{
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polyListSubtracted = *map_poly.at( layer_id );;
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polyListSubtracted = *map_poly.at( layer_id );;
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polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
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if( LSET::PhysicalLayersMask().test( layer_id ) )
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SHAPE_POLY_SET::PM_FAST );
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{
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polyListSubtracted.BooleanIntersection( m_boardAdapter.GetBoardPoly(),
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SHAPE_POLY_SET::PM_FAST );
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}
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if( layer_id != B_Mask && layer_id != F_Mask )
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if( layer_id != B_Mask && layer_id != F_Mask )
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{
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{
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@ -700,7 +700,10 @@ bool RENDER_3D_OPENGL::Redraw( bool aIsMoving, REPORTER* aStatusReporter,
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- pLayerDispList->GetZBot() );
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- pLayerDispList->GetZBot() );
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}
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}
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OPENGL_RENDER_LIST* anti_board = m_antiBoard;
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OPENGL_RENDER_LIST* anti_board = nullptr;
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if( LSET::PhysicalLayersMask().test( layer_id ) )
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anti_board = m_antiBoard;
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if( anti_board )
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if( anti_board )
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{
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{
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