Cleanup: Sculpt: Rename multires draw iteration variables
These "j" and "k" are actually X and Y, it's a bit easier to understand what's going on if they're named that way.
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@@ -1152,17 +1152,17 @@ struct PBVHBatches {
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const BoundedBitSpan gh = grid_hidden.is_empty() ? BoundedBitSpan() :
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grid_hidden[args.grid_indices[i]];
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for (int j = 0; j < gridsize - skip; j += skip) {
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for (int k = 0; k < gridsize - skip; k += skip) {
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for (int y = 0; y < gridsize - skip; y += skip) {
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for (int x = 0; x < gridsize - skip; x += skip) {
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/* Skip hidden grid face */
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if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
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if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
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continue;
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}
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/* Indices in a Clockwise QUAD disposition. */
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v0 = offset + j * gridsize + k;
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v1 = offset + j * gridsize + k + skip;
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v2 = offset + (j + skip) * gridsize + k + skip;
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v3 = offset + (j + skip) * gridsize + k;
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v0 = offset + y * gridsize + x;
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v1 = offset + y * gridsize + x + skip;
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v2 = offset + (y + skip) * gridsize + x + skip;
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v3 = offset + (y + skip) * gridsize + x;
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GPU_indexbuf_add_tri_verts(&elb, v0, v2, v1);
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GPU_indexbuf_add_tri_verts(&elb, v0, v3, v2);
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@@ -1170,7 +1170,7 @@ struct PBVHBatches {
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GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
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GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
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if (j / skip + 2 == display_gridsize) {
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if (y / skip + 2 == display_gridsize) {
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GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
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}
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grid_visible = true;
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@@ -1201,19 +1201,19 @@ struct PBVHBatches {
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grid_hidden[args.grid_indices[i]];
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uint v0, v1, v2, v3;
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for (int j = 0; j < gridsize - skip; j += skip) {
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for (int k = 0; k < gridsize - skip; k += skip) {
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for (int y = 0; y < gridsize - skip; y += skip) {
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for (int x = 0; x < gridsize - skip; x += skip) {
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/* Skip hidden grid face */
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if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
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if (!gh.is_empty() && paint_is_grid_face_hidden(gh, gridsize, x, y)) {
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continue;
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}
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v0 = (j * (gridsize - 1) + k) * 4;
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v0 = (y * (gridsize - 1) + x) * 4;
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if (skip > 1) {
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v1 = (j * (gridsize - 1) + k + skip - 1) * 4;
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v2 = ((j + skip - 1) * (gridsize - 1) + k + skip - 1) * 4;
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v3 = ((j + skip - 1) * (gridsize - 1) + k) * 4;
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v1 = (y * (gridsize - 1) + x + skip - 1) * 4;
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v2 = ((y + skip - 1) * (gridsize - 1) + x + skip - 1) * 4;
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v3 = ((y + skip - 1) * (gridsize - 1) + x) * 4;
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}
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else {
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v1 = v2 = v3 = v0;
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@@ -1234,7 +1234,7 @@ struct PBVHBatches {
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GPU_indexbuf_add_line_verts(&elb_lines, v0, v1);
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GPU_indexbuf_add_line_verts(&elb_lines, v0, v3);
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if ((j / skip) + 2 == display_gridsize) {
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if (y / skip + 2 == display_gridsize) {
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GPU_indexbuf_add_line_verts(&elb_lines, v2, v3);
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}
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grid_visible = true;
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