forked from bartvdbraak/blender
Use GL_LINES instead of GL_LINE_LOOP for selected uv edge drawing, avoids an extra conditional and drawing an extra 0 size line per uv.
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0ed9f5cce7
commit
18735b6312
@ -684,7 +684,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
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glColor4ubv((unsigned char *)col2);
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if(me->drawflag & ME_DRAWEDGES) {
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int lastsel= 0, sel;
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int sel;
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UI_GetThemeColor4ubv(TH_VERTEX_SELECT, col1);
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if(interpedges) {
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@ -712,17 +712,15 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
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if (!BM_GetIndex(efa))
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continue;
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glBegin(GL_LINE_LOOP);
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i = 0;
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glBegin(GL_LINES);
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BM_ITER(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa) {
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sel = (uvedit_edge_selected(em, scene, l)? 1 : 0);
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if(sel != lastsel) { glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2); lastsel = sel; }
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glColor4ubv(sel ? (GLubyte *)col1 : (GLubyte *)col2);
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luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
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glVertex2fv(luv->uv);
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luv = CustomData_bmesh_get(&em->bm->ldata, l->next->head.data, CD_MLOOPUV);
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glVertex2fv(luv->uv);
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i += 1;
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}
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glEnd();
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}
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