Texture-based thick lines: comment out dead code (amend b5bae978). (#3245)

This commit is contained in:
ocornut 2020-11-26 19:35:56 +01:00
parent e0cae25c3c
commit 9801c8c1c5
1 changed files with 2 additions and 2 deletions

View File

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