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@ -778,14 +778,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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{
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{
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// If we're using textures we only need to emit the left/right edge vertices
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// If we're using textures we only need to emit the left/right edge vertices
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ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
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ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
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if (fractional_thickness != 0.0f)
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/*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
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{
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{
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const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
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const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
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tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
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tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
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tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
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tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
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tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
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tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
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tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
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tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
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}
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}*/
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ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
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ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
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ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
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ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
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for (int i = 0; i < points_count; i++)
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for (int i = 0; i < points_count; i++)
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