Blob Blame History Raw
diff --git a/gui/sceneView.py b/gui/sceneView.py
index ead3086..a4f9fb3 100644
--- a/gui/sceneView.py
+++ b/gui/sceneView.py
@@ -1201,70 +1201,16 @@ void main(void)
 		size = [profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')]
 
 		machine = profile.getMachineSetting('machine_type')
-		if profile.getMachineSetting('machine_type').startswith('ultimaker'):
-			if machine not in self._platformMesh:
-				meshes = meshLoader.loadMeshes(resources.getPathForMesh(machine + '_platform.stl'))
-				if len(meshes) > 0:
-					self._platformMesh[machine] = meshes[0]
-				else:
-					self._platformMesh[machine] = None
-				if machine == 'ultimaker2':
-					self._platformMesh[machine]._drawOffset = numpy.array([0,-37,145], numpy.float32)
-				else:
-					self._platformMesh[machine]._drawOffset = numpy.array([0,0,2.5], numpy.float32)
-			glColor4f(1,1,1,0.5)
-			self._objectShader.bind()
-			self._renderObject(self._platformMesh[machine], False, False)
-			self._objectShader.unbind()
-
-			#For the Ultimaker 2 render the texture on the back plate to show the Ultimaker2 text.
-			if machine == 'ultimaker2':
-				if not hasattr(self._platformMesh[machine], 'texture'):
-					self._platformMesh[machine].texture = opengl.loadGLTexture('Ultimaker2backplate.png')
-				glBindTexture(GL_TEXTURE_2D, self._platformMesh[machine].texture)
-				glEnable(GL_TEXTURE_2D)
-				glPushMatrix()
-				glColor4f(1,1,1,1)
-
-				glTranslate(0,150,-5)
-				h = 50
-				d = 8
-				w = 100
-				glEnable(GL_BLEND)
-				glBlendFunc(GL_DST_COLOR, GL_ZERO)
-				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)
-				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()
 
 		v0 = [ size[0] / 2, size[1] / 2, size[2]]
 		v1 = [ size[0] / 2,-size[1] / 2, size[2]]