Minor simplification for uv edge drawing

This commit is contained in:
Campbell Barton 2015-07-07 15:08:45 +10:00
parent 6ed1a1abe2
commit afa25b1136

@ -356,20 +356,15 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
if (mf) { if (mf) {
int prevstart = 0; int prevstart = 0;
int prevdraw = 1; bool prevdraw = true;
int draw = 1;
int curpos = 0; int curpos = 0;
GPU_uvedge_setup(dm); GPU_uvedge_setup(dm);
for (i = 0; i < dm->numTessFaceData; i++, mf++) { for (i = 0; i < dm->numTessFaceData; i++, mf++) {
if (!(mf->flag & ME_HIDE)) { const bool draw = (mf->flag & ME_HIDE) == 0;
draw = 1;
}
else {
draw = 0;
}
if (prevdraw != draw) { if (prevdraw != draw) {
if (prevdraw > 0 && (curpos - prevstart) > 0) { if (prevdraw && (curpos != prevstart)) {
glDrawArrays(GL_LINES, prevstart, curpos - prevstart); glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
} }
prevstart = curpos; prevstart = curpos;
@ -382,7 +377,7 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
} }
prevdraw = draw; prevdraw = draw;
} }
if (prevdraw > 0 && (curpos - prevstart) > 0) { if (prevdraw && (curpos != prevstart)) {
glDrawArrays(GL_LINES, prevstart, curpos - prevstart); glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
} }
GPU_buffer_unbind(); GPU_buffer_unbind();