Commit: afa25b11363d8f95bf110b9c7193cad9136aeaab
Author: Campbell Barton
Date:   Tue Jul 7 15:08:45 2015 +1000
Branches: master
https://developer.blender.org/rBafa25b11363d8f95bf110b9c7193cad9136aeaab

Minor simplification for uv edge drawing

===================================================================

M       source/blender/blenkernel/intern/cdderivedmesh.c

===================================================================

diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c 
b/source/blender/blenkernel/intern/cdderivedmesh.c
index 649778c7..2250db1 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -356,20 +356,15 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
 
        if (mf) {
                int prevstart = 0;
-               int prevdraw = 1;
-               int draw = 1;
+               bool prevdraw = true;
                int curpos = 0;
                
                GPU_uvedge_setup(dm);
                for (i = 0; i < dm->numTessFaceData; i++, mf++) {
-                       if (!(mf->flag & ME_HIDE)) {
-                               draw = 1;
-                       }
-                       else {
-                               draw = 0;
-                       }
+                       const bool draw = (mf->flag & ME_HIDE) == 0;
+
                        if (prevdraw != draw) {
-                               if (prevdraw > 0 && (curpos - prevstart) > 0) {
+                               if (prevdraw && (curpos != prevstart)) {
                                        glDrawArrays(GL_LINES, prevstart, 
curpos - prevstart);
                                }
                                prevstart = curpos;
@@ -382,7 +377,7 @@ static void cdDM_drawUVEdges(DerivedMesh *dm)
                        }
                        prevdraw = draw;
                }
-               if (prevdraw > 0 && (curpos - prevstart) > 0) {
+               if (prevdraw && (curpos != prevstart)) {
                        glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
                }
                GPU_buffer_unbind();

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