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INT PAL 0052383: TC7.4.0: color is not changed in VTK scene
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@ -85,18 +85,30 @@
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else \
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str = QString(); }
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#define VTK_DISPLAY_MODE_TO_STRING( str, dm ) { \
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if ( dm == 0 ) \
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str = QString( "Wireframe" ); \
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else if ( dm == 1 ) \
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str = QString( "Shading" ); \
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else if ( dm == 3 ) \
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str = QString( "ShadingWithEdges" ); \
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else \
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str = QString(); }
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#define USE_VISUAL_PROP_MAP
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#ifdef USE_VISUAL_PROP_MAP
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#define VTK_DISPLAY_MODE_TO_STRING( str, dm ) { \
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if ( dm == 0 ) \
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str = QString( "Wireframe" ); \
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else if ( dm == 1 ) \
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str = QString( "Shading" ); \
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else if ( dm == 2 ) \
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str = QString( "ShadingWithEdges" ); \
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else \
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str = QString(); }
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#else
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#define VTK_DISPLAY_MODE_TO_STRING( str, dm ) { \
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if ( dm == 0 ) \
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str = QString( "Wireframe" ); \
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else if ( dm == 1 ) \
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str = QString( "Shading" ); \
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else if ( dm == 3 ) \
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str = QString( "ShadingWithEdges" ); \
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else \
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str = QString(); }
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#endif
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GEOMGUI_Selection::GEOMGUI_Selection()
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: LightApp_Selection()
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{
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@ -1059,7 +1059,7 @@ void GEOM_Displayer::updateActorProperties( GEOM_Actor* actor, bool create )
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}
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// - standalone edge color
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c = propMap.value( GEOM::propertyName( GEOM::WireframeColor ) ).value<QColor>();
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c = propMap.value( GEOM::propertyName( GEOM::LineColor ) ).value<QColor>();
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actor->SetIsolatedEdgeColor( c.redF(), c.greenF(), c.blueF() );
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c = propMap.value( GEOM::propertyName( GEOM::WireframeColor ) ).value<QColor>();
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@ -309,9 +309,9 @@ setDisplayMode(int theMode)
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if ( theMode == (int)eShadingWithEdges ) {
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// Coloring edges
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myIsolatedEdgeActor->GetProperty()->SetColor(myEdgesInShadingColor[0],
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myEdgesInShadingColor[1],
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myEdgesInShadingColor[2]);
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myIsolatedEdgeActor->GetProperty()->SetColor(myIsolatedEdgeColor[0],
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myIsolatedEdgeColor[1],
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myIsolatedEdgeColor[2]);
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myOneFaceEdgeActor->GetProperty()->SetColor(myEdgesInShadingColor[0],
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myEdgesInShadingColor[1],
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myEdgesInShadingColor[2]);
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@ -757,8 +757,7 @@ void GEOM_Actor::SetPointColor(double r, double g, double b)
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void GEOM_Actor::SetIsolatedEdgeColor(double r, double g, double b)
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{
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myIsolatedEdgeColor[0] = r; myIsolatedEdgeColor[1] = g; myIsolatedEdgeColor[2] = b;
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if ( myDisplayMode != (int)eShadingWithEdges )
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myIsolatedEdgeActor->GetProperty()->SetColor(r, g, b);
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myIsolatedEdgeActor->GetProperty()->SetColor(r, g, b);
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}
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/*!
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