diff --git a/UVtools.GUI/FrmMain.cs b/UVtools.GUI/FrmMain.cs index bda7d50..1fdbc9c 100644 --- a/UVtools.GUI/FrmMain.cs +++ b/UVtools.GUI/FrmMain.cs @@ -3525,7 +3525,7 @@ namespace UVtools.GUI // Not needed? visual artifact is not severe to make an extra showlayer call, also it acts like an "animation" removing crosshairs after zoom /*if (tsLayerImageShowCrosshairs.Checked && !ReferenceEquals(Issues, null) && flvIssues.SelectedIndices.Count > 0 && - pbLayer.Zoom <= CrosshairFadeLevel && AutoZoomLevel > CrosshairFadeLevel && + pbLayer.Zoom <= CrosshairFadeLevel && LockedZoomLevel > CrosshairFadeLevel && flvIssues.SelectedObjects.Cast().Any(issue => // Find a valid candidate to update layer preview, otherwise quit issue.LayerIndex == ActualLayer && issue.Type != LayerIssue.IssueType.EmptyLayer && issue.Type != LayerIssue.IssueType.TouchingBound)) { @@ -4182,7 +4182,7 @@ namespace UVtools.GUI { // Check to see if this zoom action will cross the crosshair fade threshold /*if (tsLayerImageShowCrosshairs.Checked && !ReferenceEquals(Issues, null) && flvIssues.SelectedIndices.Count > 0 - && pbLayer.Zoom <= CrosshairFadeLevel && AutoZoomLevel > CrosshairFadeLevel) + && pbLayer.Zoom <= CrosshairFadeLevel && LockedZoomLevel > CrosshairFadeLevel) { // Refresh the preview without the crosshairs before zooming-in. // Prevents zoomed-in crosshairs from breifly being displayed before @@ -4256,6 +4256,7 @@ namespace UVtools.GUI flvIssues.SelectedIndex = index; flvIssues.EnsureVisible(index); + flvIssues.Refresh(); break; }