for (ind = 0; ind < view->Topview->Nodecount; ind++)
{
- /*if ((view->Topview->Nodes[ind].x/view->zoom*10*-1 > view->clipX1)
+ if ((view->Topview->Nodes[ind].x/view->zoom*10*-1 > view->clipX1)
&& (view->Topview->Nodes[ind].x/view->zoom*10*-1 < view->clipX2)
&& (view->Topview->Nodes[ind].y/view->zoom*10*-1 > view->clipY1)
- && (view->Topview->Nodes[ind].y/view->zoom*10*-1 < view->clipY2))*/
- if(1)
+ && (view->Topview->Nodes[ind].y/view->zoom*10*-1 < view->clipY2))
{
float zdepth;
v = &view->Topview->Nodes[ind];
glBegin(GL_LINES);
set_topview_options();
for (ind = 0; ind < view->Topview->Edgecount; ind++) {
- /*if (((view->Topview->Edges[ind].x1/view->zoom*10*-1 > view->clipX1)
+ if (((view->Topview->Edges[ind].x1/view->zoom*10*-1 > view->clipX1)
&& (view->Topview->Edges[ind].x1/view->zoom*10*-1 < view->clipX2)
&& (view->Topview->Edges[ind].y1/view->zoom*10*-1 > view->clipY1)
&& (view->Topview->Edges[ind].y1/view->zoom*10*-1 < view->clipY2))
&& (view->Topview->Edges[ind].x2/view->zoom*10*-1 < view->clipX2)
&& (view->Topview->Edges[ind].y2/view->zoom*10*-1 > view->clipY1)
&& (view->Topview->Edges[ind].y2/view->zoom*10*-1 < view->clipY2))
- )*/
+ )
if(1)
{