#include <AIS_Drawer.hxx>
#include <AIS_TexturedShape.hxx>
+#include <V3d_Viewer.hxx>
+
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <BRepBuilderAPI_MakeWire.hxx>
#include <BRepBuilderAPI_MakeFace.hxx>
myContext->Erase( myShape, theIsUpdateViewer );
}
-void HYDROGUI_Shape::update( const bool theIsUpdateViewer )
+void HYDROGUI_Shape::update( const bool theIsUpdateViewer,
+ const bool theIsDisplayOnTop )
{
setIsToUpdate( false );
return;
myContext->Display( myShape, theIsUpdateViewer );
+
+ if ( theIsDisplayOnTop ) {
+ // Display the shape on the top Z layer
+ Standard_Integer aNewLayerId = -1;
+ if ( myContext->CurrentViewer() &&
+ myContext->CurrentViewer()->AddZLayer( aNewLayerId ) &&
+ aNewLayerId > 0 ) {
+ myContext->SetZLayer( myShape, aNewLayerId );
+ }
+ }
+
if (isDeactivateSelection)
myContext->Deactivate(myShape);
}
Handle(Prs3d_ShadingAspect) aShadingAspect = anAttributes->ShadingAspect();
if ( !aShadingAspect.IsNull() )
{
- Graphic3d_MaterialAspect aMatAspect;
- aMatAspect.SetAmbient( 1 );
- aMatAspect.SetDiffuse( 0 );
+ Graphic3d_MaterialAspect aMatAspect( Graphic3d_NOM_PLASTIC );
+ //aMatAspect.SetAmbient( 1 );
+ //aMatAspect.SetDiffuse( 0 );
aShadingAspect->Aspect()->SetFrontMaterial( aMatAspect );
aShadingAspect->Aspect()->SetBackMaterial( aMatAspect );