Remove redundant glColor call
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@@ -4212,7 +4212,6 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
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if (is_obact && BKE_paint_select_vert_test(ob)) {
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if (is_obact && BKE_paint_select_vert_test(ob)) {
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const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) != 0;
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const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) != 0;
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glColor3f(0.0f, 0.0f, 0.0f);
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glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
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glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
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if (!use_depth) glDisable(GL_DEPTH_TEST);
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if (!use_depth) glDisable(GL_DEPTH_TEST);
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