<separator pos-id=""/>
<popup-item item-id="53" pos-id="" label-id="Full med loading" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/>
<!-- popup-item item-id="54" pos-id="" label-id="Build default Prs3d" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/ -->
+ <separator pos-id=""/>
+ <popup-item item-id="56" pos-id="" label-id="Use Shading" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/>
</submenu>
<endsubmenu />
<separator pos-id="-1"/>
<separator pos-id=""/>
<popup-item item-id="53" pos-id="" label-id="Full med loading" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/>
<!-- popup-item item-id="54" pos-id="" label-id="Build default Prs3d" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/ -->
+ <separator pos-id=""/>
+ <popup-item item-id="56" pos-id="" label-id="Use Shading" icon-id="" tooltip-id="" accel-id="" toggle-id="" execute-action=""/>
</submenu>
<endsubmenu />
<separator pos-id="-1"/>
/* ======================================================================================== */
case 53:
case 54:
+ case 56:
{
QMenuData* pp;
QMenuItem* item = parent->menuBar()->findItem(theCommandID,&pp);
case 54:
QAD_CONFIG->addSetting( "Visu:BuildDefaultPrs3d", check );
break;
+ case 56:
+ QAD_CONFIG->addSetting( "Visu:RepresentShading", check );
+ break;
}
}
break;
item = parent->menuBar()->findItem(anId,&pp);
aValue = QAD_CONFIG->getSetting("Visu:BuildDefaultPrs3d");
+ if(aValue.isEmpty()? 0 : aValue.toInt())
+ pp->setItemChecked(anId, true);
+
+ anId = 56;
+ item = parent->menuBar()->findItem(anId,&pp);
+ aValue = QAD_CONFIG->getSetting("Visu:RepresentShading");
+
if(aValue.isEmpty()? 0 : aValue.toInt())
pp->setItemChecked(anId, true);
VISU::Prs3d_i::CreateActor(anActor,theIO);
anActor->SetBarVisibility(true);
anActor->SetRepresentation(2);
+ QString useShadingStr = QAD_CONFIG->getSetting("Visu:RepresentShading");
+ bool useShading = (bool)(useShadingStr.isEmpty() ? 0 : useShadingStr.toInt());
+ anActor->SetShading(useShading);
UpdateActor(anActor);
}catch(...) {
anActor->Delete();