forked from bartvdbraak/blender
Minor simplification for uv edge drawing
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6ed1a1abe2
commit
afa25b1136
@ -356,20 +356,15 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
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if (mf) {
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int prevstart = 0;
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int prevdraw = 1;
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int draw = 1;
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bool prevdraw = true;
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int curpos = 0;
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GPU_uvedge_setup(dm);
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for (i = 0; i < dm->numTessFaceData; i++, mf++) {
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if (!(mf->flag & ME_HIDE)) {
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draw = 1;
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}
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else {
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draw = 0;
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}
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const bool draw = (mf->flag & ME_HIDE) == 0;
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if (prevdraw != draw) {
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if (prevdraw > 0 && (curpos - prevstart) > 0) {
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if (prevdraw && (curpos != prevstart)) {
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glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
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}
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prevstart = curpos;
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@ -382,7 +377,7 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
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}
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prevdraw = draw;
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}
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if (prevdraw > 0 && (curpos - prevstart) > 0) {
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if (prevdraw && (curpos != prevstart)) {
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glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
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}
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GPU_buffer_unbind();
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