From 1f0011173350c29715bbe58516cd4f9d77d7eb86 Mon Sep 17 00:00:00 2001 From: Sabriel-Koh <52443698+Sabriel-Koh@users.noreply.github.com> Date: Tue, 10 Feb 2026 22:31:51 +0800 Subject: [PATCH] Fix: box selection selecting wrong object in orthogonal view (#12230) # Description When using box selection with the orthogonal view, unexpected objects end up getting selected. Fixed by setting the selection camera to use the same view as the display camera. Fixes #5895 # Screenshots/Recordings/Graphs Bugged: https://github.com/user-attachments/assets/e98fcbb1-0f01-43dd-a3d5-cb0af97e226e Fixed: https://github.com/user-attachments/assets/f84e801c-d595-4394-b42f-ed8758413980 ## Tests Tested the selection in both perspective and orthogonal. --- src/slic3r/GUI/GLCanvas3D.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index 91210b0786b..03b75e748f5 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -7308,6 +7308,7 @@ void GLCanvas3D::_rectangular_selection_picking_pass() rect_near_top = rect_near_bottom + ratio_y; framebuffer_camera.look_at(camera->get_position(), camera->get_target(), camera->get_dir_up()); + framebuffer_camera.set_type(camera->get_type()); framebuffer_camera.apply_projection(rect_near_left, rect_near_right, rect_near_bottom, rect_near_top, camera->get_near_z(), camera->get_far_z()); framebuffer_camera.set_viewport(0, 0, width, height); framebuffer_camera.apply_viewport();