&& !theStruct->CStructure()->IsForHighlight
&& !theStruct->CStructure()->IsInfinite)
{
- const Standard_Integer aLayerId = theStruct->DisplayPriority();
+ const Graphic3d_ZLayerId aLayerId = theStruct->GetZLayer();
InvalidateBVHData (aLayerId);
}
}
// "FitAll" operation ignores object with transform persistence parameter
- if (aStructure->TransformPersistence().Flags != Graphic3d_TMF_None)
+ if (!aStructure->TransformPersistence().IsNull())
{
// Panning and 2d persistence apply changes to projection or/and its translation components.
// It makes them incompatible with z-fitting algorithm. Ignored by now.
- if (!theToIgnoreInfiniteFlag ||
- (aStructure->TransformPersistence().Flags & Graphic3d_TMF_2d) ||
- (aStructure->TransformPersistence().Flags & Graphic3d_TMF_PanPers) ||
- (aStructure->TransformPersistence().Flags & Graphic3d_TMF_TriedronPers))
+ if (!theToIgnoreInfiniteFlag
+ || aStructure->TransformPersistence()->IsTrihedronOr2d())
{
continue;
}
continue;
}
- if (aStructure->TransformPersistence().Flags != Graphic3d_TMF_None)
+ if (!aStructure->TransformPersistence().IsNull())
{
const Graphic3d_Mat4d& aProjectionMat = aCamera->ProjectionMatrix();
const Graphic3d_Mat4d& aWorldViewMat = aCamera->OrientationMatrix();
- aStructure->TransformPersistence().Apply (aCamera, aProjectionMat, aWorldViewMat, aWinWidth, aWinHeight, aBox);
+ aStructure->TransformPersistence()->Apply (aCamera, aProjectionMat, aWorldViewMat, aWinWidth, aWinHeight, aBox);
}
// To prevent float overflow at camera parameters calculation and further