glBegin(GL_QUADS);
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] == RECT_FILLED)
+ if (m_document.m_objects.types[id] != RECT_FILLED)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] == RECT_OUTLINE)
+ if (m_document.m_objects.types[id] != RECT_OUTLINE)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glBegin(GL_LINE_LOOP);