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authorMike Erwin <significant.bit@gmail.com>2016-01-23 08:58:32 +0300
committerMike Erwin <significant.bit@gmail.com>2016-01-23 08:58:51 +0300
commite25ba162c0b62b19cf367f0f29e29d0c0960978d (patch)
tree6f274502a6fb22b1679decca4b944e09fab29137 /source/blender/editors/uvedit
parent90293a8da375b785fa58d3f56de1b286072107c1 (diff)
OpenGL: call glLineWidth less often
Each LINES draw call is now responsible for its own line width. No need to set it back to its 1.0 default after every draw. This eliminates half our calls to glLineWidth , similar to last week’s work on glPointSize.
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 988f60a36f9..baa471e920b 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -738,7 +738,9 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, Object *obedit)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
-
+
+ glLineWidth(1);
+
switch (sima->dt_uv) {
case SI_UVDT_DASH:
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {