// modify shading presentation without re-computation
const PrsMgr_Presentations& aPrsList = Presentations();
Handle(Graphic3d_AspectFillArea3d) anAreaAsp = myDrawer->ShadingAspect()->Aspect();
- for (Standard_Integer aPrsIt = 1; aPrsIt <= aPrsList.Length(); ++aPrsIt)
+ for (PrsMgr_Presentations::Iterator aPrsIter (aPrsList); aPrsIter.More(); aPrsIter.Next())
{
- const PrsMgr_ModedPresentation& aPrsModed = aPrsList.Value (aPrsIt);
- if (aPrsModed.Mode() != AIS_WireFrame)
+ if (aPrsIter.Value()->Mode() != AIS_WireFrame)
{
continue;
}
- const Handle(Prs3d_Presentation)& aPrs = aPrsModed.Presentation()->Presentation();
-
+ const Handle(Prs3d_Presentation)& aPrs = aPrsIter.Value();
for (Graphic3d_SequenceOfGroup::Iterator aGroupIt (aPrs->Groups()); aGroupIt.More(); aGroupIt.Next())
{
const Handle(Graphic3d_Group)& aGroup = aGroupIt.Value();
- if (aGroup->IsGroupPrimitivesAspectSet (Graphic3d_ASPECT_FILL_AREA))
- {
- aGroup->SetGroupPrimitivesAspect (anAreaAsp);
- }
+ aGroup->SetGroupPrimitivesAspect (anAreaAsp);
}
}
-
- myRecomputeEveryPrs = Standard_False; // no mode to recalculate - only viewer update
- myToRecomputeModes.Clear();
}
}
Standard_Integer i;
Standard_Integer j;
- Standard_Real ambient = aspect->FrontMaterial().Ambient();
+ const Standard_Real ambient = 0.2;
if (hasVNormals)
{
const TShort_Array1OfShortReal& normals = myTriangulation->Normals();