OpenGL: pull glBegin/End out of loops
When drawing 2D grid and 3D axes.
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017c45b966
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4c6836401e
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@ -1298,7 +1298,9 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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/* check for grid first, as it may not exist */
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if (grid == NULL)
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return;
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glBegin(GL_LINES);
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/* vertical lines */
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if (flag & V2D_VERTICAL_LINES) {
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/* initialize initial settings */
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@ -1311,10 +1313,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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UI_ThemeColor(TH_GRID);
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for (a = 0; a < step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[0] = vec1[0] += grid->dx;
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}
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@ -1325,10 +1325,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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step++;
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for (a = 0; a <= step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[0] = vec1[0] -= grid->dx;
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}
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@ -1345,10 +1343,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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UI_ThemeColor(TH_GRID);
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for (a = 0; a <= step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[1] = vec1[1] += grid->dy;
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}
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@ -1360,10 +1356,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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if (flag & V2D_HORIZONTAL_FINELINES) {
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UI_ThemeColorShade(TH_GRID, 16);
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for (a = 0; a < step; a++) {
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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vec2[1] = vec1[1] -= grid->dy;
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}
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@ -1379,10 +1373,8 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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vec2[0] = v2d->cur.xmax;
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vec1[1] = vec2[1] = 0.0f;
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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}
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/* vertical axis */
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@ -1391,11 +1383,11 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
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vec2[1] = v2d->cur.ymax;
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vec1[0] = vec2[0] = 0.0f;
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glBegin(GL_LINE_STRIP);
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glVertex2fv(vec1);
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glVertex2fv(vec2);
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glEnd();
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}
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glEnd();
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}
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/* Draw a constant grid in given 2d-region */
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@ -535,6 +535,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
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/* draw the Z axis line */
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/* check for the 'show Z axis' preference */
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if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
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glBegin(GL_LINES);
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int axis;
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for (axis = 0; axis < 3; axis++) {
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if (v3d->gridflag & (V3D_SHOW_X << axis)) {
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@ -544,15 +545,14 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
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UI_make_axis_color(col_grid, tcol, 'X' + axis);
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glColor3ubv(tcol);
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glBegin(GL_LINE_STRIP);
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zero_v3(vert);
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vert[axis] = grid;
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glVertex3fv(vert);
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vert[axis] = -grid;
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glVertex3fv(vert);
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glEnd();
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}
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}
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glEnd();
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}
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glDepthMask(GL_TRUE);
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