Cleanup: assign a var to check an edge is real
Makes code slightly more readable.
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@ -1483,8 +1483,10 @@ static void add_overlay_tri(
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uint i_prev = 1, i = 2;
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for (uint i_next = 0; i_next < 3; i_next++) {
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vflag = mesh_render_data_vertex_flag(rdata, bm_looptri[i]->v);
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/* Opposite edge to the vertex at 'i'. */
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EdgeDrawAttr eattr = {0};
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if (bm_looptri[i_next] == bm_looptri[i_prev]->prev) {
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const bool is_edge_real = (bm_looptri[i_next] == bm_looptri[i_prev]->prev);
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if (is_edge_real) {
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mesh_render_data_edge_flag(rdata, bm_looptri[i_next]->e, &eattr);
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}
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eattr.v_flag = fflag | vflag;
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@ -3577,7 +3579,7 @@ static GPUVertBuf *mesh_batch_cache_create_edges_overlay_texture_buf(MeshRenderD
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eh = create_looptri_edge_adjacency_hash(rdata);
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for (int i = 0; i < tri_len; i++) {
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bool edge_is_real[3] = {false, false, false};
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bool edge_is_real[3];
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MEdge *medge = rdata->medge;
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MLoop *mloop = rdata->mloop;
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@ -3585,14 +3587,12 @@ static GPUVertBuf *mesh_batch_cache_create_edges_overlay_texture_buf(MeshRenderD
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int j, j_next;
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for (j = 2, j_next = 0; j_next < 3; j = j_next++) {
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MEdge *ed = &medge[mloop[mlt->tri[j]].e];
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uint tri_edge[2] = {mloop[mlt->tri[j]].v, mloop[mlt->tri[j_next]].v};
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if (((ed->v1 == tri_edge[0]) && (ed->v2 == tri_edge[1])) ||
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((ed->v1 == tri_edge[1]) && (ed->v2 == tri_edge[0])))
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{
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edge_is_real[j] = true;
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}
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const MEdge *ed = &medge[mloop[mlt->tri[j]].e];
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const uint tri_edge[2] = {mloop[mlt->tri[j]].v, mloop[mlt->tri[j_next]].v};
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const bool is_edge_real = (
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((ed->v1 == tri_edge[0]) && (ed->v2 == tri_edge[1])) ||
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((ed->v1 == tri_edge[1]) && (ed->v2 == tri_edge[0])));
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edge_is_real[j] = is_edge_real;
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}
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for (int e = 0; e < 3; ++e) {
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