<< ui.actionSelObjectDelete
<< ui.actionSelObjectReload
<< ui.actionSelObjectFlipFace
+ << ui.actionSelObjectFlipNormal
<< ui.actionSelObjectOpenDir
<< ui.actionActionSelObjectShowOnlyOnce
<< ui.actionSelObjectTriangulate;
void FormMain::on_actionSelObjectFlipFace_triggered()
{
- GeomObject* geo = m_Scene.GetPrimaryObject();
- MeshBuf* mbuf = m_Scene.GetPrimaryMeshbuf();
- if (mbuf == NULL && geo == NULL)
- return;
+ m_Scene.FlipCurselFace(false);
- if (mbuf != NULL)
- {
- mbuf->FlipFace();
- }
- else
+ ui.GLWidgetMain->makeCurrent();
+ std::vector<MeshBuf*> mv = m_Scene.GetCurSelMeshes();
+ for (MeshBuf* m : mv)
{
- for (MeshBuf& m : geo->m_MeshAry)
- {
- m.FlipFace();
- }
+ m_View3d.ReleaseRenderbuffer(m);
}
+ ui.GLWidgetMain->doneCurrent();
+
+ updateView_All();
+}
+
+void FormMain::on_actionSelObjectFlipNormal_triggered()
+{
+ m_Scene.FlipCurselFace(true);
ui.GLWidgetMain->makeCurrent();
- m_View3d.ReleaseRenderbuffer(mbuf);
+ std::vector<MeshBuf*> mv = m_Scene.GetCurSelMeshes();
+ for (MeshBuf* m : mv)
+ {
+ m_View3d.ReleaseRenderbuffer(m);
+ }
ui.GLWidgetMain->doneCurrent();
updateView_All();