forked from bartvdbraak/blender
Fix for grid drawing in 3D view, was using one less grid cell.
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046510fcf9
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62d9aa05ab
@ -5227,22 +5227,22 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
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UI_ThemeColorShadeAlpha(TH_WIRE, 0, -100);
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glEnable(GL_BLEND);
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glBegin(GL_LINES);
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for (i = 1; i < res[0]-1; ++i) {
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float f = interpf(b[0], a[0], (float)i / (float)(res[0]-1));
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for (i = 1; i < res[0]; ++i) {
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float f = interpf(b[0], a[0], (float)i / (float)(res[0]));
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glVertex3f(f, a[1], a[2]); glVertex3f(f, b[1], a[2]);
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glVertex3f(f, b[1], a[2]); glVertex3f(f, b[1], b[2]);
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glVertex3f(f, b[1], b[2]); glVertex3f(f, a[1], b[2]);
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glVertex3f(f, a[1], b[2]); glVertex3f(f, a[1], a[2]);
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}
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for (i = 1; i < res[1]-1; ++i) {
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float f = interpf(b[1], a[1], (float)i / (float)(res[1]-1));
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for (i = 1; i < res[1]; ++i) {
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float f = interpf(b[1], a[1], (float)i / (float)(res[1]));
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glVertex3f(a[0], f, a[2]); glVertex3f(b[0], f, a[2]);
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glVertex3f(b[0], f, a[2]); glVertex3f(b[0], f, b[2]);
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glVertex3f(b[0], f, b[2]); glVertex3f(a[0], f, b[2]);
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glVertex3f(a[0], f, b[2]); glVertex3f(a[0], f, a[2]);
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}
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for (i = 1; i < res[2]-1; ++i) {
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float f = interpf(b[2], a[2], (float)i / (float)(res[2]-1));
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for (i = 1; i < res[2]; ++i) {
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float f = interpf(b[2], a[2], (float)i / (float)(res[2]));
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glVertex3f(a[0], a[1], f); glVertex3f(b[0], a[1], f);
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glVertex3f(b[0], a[1], f); glVertex3f(b[0], b[1], f);
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glVertex3f(b[0], b[1], f); glVertex3f(a[0], b[1], f);
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