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]]