diff --git a/Cura/gui/sceneView.py b/Cura/gui/sceneView.py
index e31bfd0..3448b3d 100644
--- a/Cura/gui/sceneView.py
+++ b/Cura/gui/sceneView.py
@@ -1325,111 +1325,16 @@ class SceneView(openglGui.glGuiPanel):
size = [profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')]
- machine_type = profile.getMachineSetting('machine_type')
- if machine_type not in self._platformMesh:
- self._platformMesh[machine_type] = None
-
- filename = None
- texture_name = None
- offset = [0,0,0]
- texture_offset = [0,0,0]
- texture_scale = 1.0
- if machine_type == 'ultimaker2' or machine_type == 'ultimaker2extended' or machine_type == 'ultimaker2+' or machine_type == 'ultimaker2+extended':
- filename = resources.getPathForMesh('ultimaker2_platform.stl')
- offset = [-9,-37,145]
- if machine_type.startswith('ultimaker2+'):
- texture_name = 'Ultimaker2plusbackplate.png'
- else:
- texture_name = 'Ultimaker2backplate.png'
- texture_offset = [9,150,-5]
- elif machine_type == 'ultimaker2go':
- filename = resources.getPathForMesh('ultimaker2go_platform.stl')
- offset = [0,-42,145]
- texture_offset = [0,105,-5]
- texture_name = 'Ultimaker2backplate.png'
- texture_scale = 0.9
- elif machine_type == 'ultimaker_plus':
- filename = resources.getPathForMesh('ultimaker2_platform.stl')
- offset = [0,-37,145]
- texture_offset = [0,150,-5]
- texture_name = 'UltimakerPlusbackplate.png'
- elif machine_type == 'ultimaker':
- filename = resources.getPathForMesh('ultimaker_platform.stl')
- offset = [0,0,2.5]
- elif machine_type == 'Witbox':
- filename = resources.getPathForMesh('witbox_platform.stl')
- offset = [0,-37,145]
- elif machine_type == 'Hephestos':
- filename = resources.getPathForMesh('hephestos_platform.stl')
- offset = [0,0,-80]
-
- if filename is not None:
- meshes = meshLoader.loadMeshes(filename)
- if len(meshes) > 0:
- self._platformMesh[machine_type] = meshes[0]
- self._platformMesh[machine_type]._drawOffset = numpy.array(offset, numpy.float32)
- self._platformMesh[machine_type].texture = None
- if texture_name is not None:
- self._platformMesh[machine_type].texture = openglHelpers.loadGLTexture(texture_name)
- self._platformMesh[machine_type].texture_offset = texture_offset
- self._platformMesh[machine_type].texture_scale = texture_scale
- if self._platformMesh[machine_type] is not None:
- mesh = self._platformMesh[machine_type]
- glColor4f(1,1,1,0.5)
- self._objectShader.bind()
- self._renderObject(mesh, False, False)
- self._objectShader.unbind()
-
- #For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text.
- if mesh.texture is not None:
- glBindTexture(GL_TEXTURE_2D, mesh.texture)
- glEnable(GL_TEXTURE_2D)
- glPushMatrix()
- glColor4f(1,1,1,1)
-
- glTranslate(mesh.texture_offset[0], mesh.texture_offset[1], mesh.texture_offset[2])
- glScalef(mesh.texture_scale, mesh.texture_scale, mesh.texture_scale)
- h = 50
- d = 8
- w = 100
- glEnable(GL_BLEND)
- glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA)
- glEnable(GL_ALPHA_TEST)
- glAlphaFunc(GL_GREATER, 0.0)
- glBegin(GL_QUADS)
- glTexCoord2f(1, 0)
- glVertex3f( w, 0, h)
- glTexCoord2f(0, 0)
- glVertex3f(-w, 0, h)
- glTexCoord2f(0, 1)
- glVertex3f(-w, 0, 0)
- glTexCoord2f(1, 1)
- glVertex3f( w, 0, 0)
-
- glTexCoord2f(1, 0)
- glVertex3f(-w, d, h)
- glTexCoord2f(0, 0)
- glVertex3f( w, d, h)
- glTexCoord2f(0, 1)
- glVertex3f( w, d, 0)
- glTexCoord2f(1, 1)
- glVertex3f(-w, d, 0)
- glEnd()
- glDisable(GL_TEXTURE_2D)
- glDisable(GL_ALPHA_TEST)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
- glPopMatrix()
- else:
- glColor4f(0,0,0,1)
- glLineWidth(3)
- glBegin(GL_LINES)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2, 10)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2+10, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2, 0)
- glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
- glEnd()
+ glColor4f(0,0,0,1)
+ glLineWidth(3)
+ glBegin(GL_LINES)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 10)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2+10, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2, 0)
+ glVertex3f(-size[0] / 2, -size[1] / 2+10, 0)
+ glEnd()
glDepthMask(False)