void SetZLayerForPrs( const Handle(PrsMgr_Presentation)& thePrs, int theLayerId );
-void SetPrsZLayer( const Handle_PrsMgr_PresentableObject& thePresentableObject,
+void SetPrsZLayer( const Handle(PrsMgr_PresentableObject)& thePresentableObject,
const int theMode, const int theLayerId )
{
PrsMgr_Presentations& aPresentations = thePresentableObject->Presentations();
}
}
-void SetZLayerSettings( const Handle_V3d_Viewer& theViewer3d, int theLayerId, bool theIsOrdered )
+void SetZLayerSettings( const Handle(V3d_Viewer)& theViewer3d, int theLayerId, bool theIsOrdered )
{
if ( theViewer3d.IsNull() /*|| theLayerId < 0*/ )
{
theViewer3d->SetZLayerSettings( theLayerId, aSettings );
}
-int CreateTopZLayer( const Handle_V3d_Viewer& theViewer3d )
+int CreateTopZLayer( const Handle(V3d_Viewer)& theViewer3d )
{
int aTopZLayer = -1;
}
-HYDROGUI_ZLayersIterator::HYDROGUI_ZLayersIterator( const Handle_V3d_Viewer& theViewer )
+HYDROGUI_ZLayersIterator::HYDROGUI_ZLayersIterator( const Handle(V3d_Viewer)& theViewer )
: myIndex( 0 ), myNewZLayer( -1 ), myViewer( theViewer )
{
Init( theViewer );
{
}
-void HYDROGUI_ZLayersIterator::Init( const Handle_V3d_Viewer& theViewer )
+void HYDROGUI_ZLayersIterator::Init( const Handle(V3d_Viewer)& theViewer )
{
TColStd_SequenceOfInteger anExistingZLayers;
theViewer->GetAllZLayers( anExistingZLayers );
int n = anExistingZLayers.Length();
- myZLayers.resize( n );
- for( int i=1; i<=n; i++ )
- myZLayers[i-1] = anExistingZLayers( i );
+ for( int i=1; i<=n; i++ ) {
+ int aLayerId = anExistingZLayers( i );
+ if ( aLayerId >= 0 ) {
+ myZLayers.push_back( aLayerId );
+ }
+ }
myIndex = 0;
}