minor glitch with border drawing, use glRecti rather then glRectf, so rounding matches the border render
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@@ -1189,7 +1189,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
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y4 = y1 + scene->r.border.ymax * (y2 - y1);
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y4 = y1 + scene->r.border.ymax * (y2 - y1);
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cpack(0x4040FF);
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cpack(0x4040FF);
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glRectf(x3, y3, x4, y4);
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glRecti(x3, y3, x4, y4);
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}
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}
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/* safety border */
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/* safety border */
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@@ -3420,7 +3420,7 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
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setlinestyle(3);
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setlinestyle(3);
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cpack(0x4040FF);
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cpack(0x4040FF);
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glRectf(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
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glRecti(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
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v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
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v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
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setlinestyle(0);
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setlinestyle(0);
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