    }
    *pvd = left_points + right_points;
  }
  
  static void update_model(UIState *s, const cereal::ModelDataV2::Reader &model) {
    UIScene &scene = s->scene;
    auto model_position = model.getPosition();
    float max_distance = std::clamp(model_position.getX()[TRAJECTORY_SIZE - 1],
                                    MIN_DRAW_DISTANCE, MAX_DRAW_DISTANCE);
  
 
</s> remove static void update_line_data(const UIState *s, const cereal::ModelDataV2::XYZTData::Reader &line,
 </s> add void update_line_data(const UIState *s, const cereal::ModelDataV2::XYZTData::Reader &line, </s> remove static void update_leads(UIState *s, const cereal::RadarState::Reader &radar_state, const cereal::ModelDataV2::XYZTData::Reader &line) {
 </s> add void update_leads(UIState *s, const cereal::RadarState::Reader &radar_state, const cereal::ModelDataV2::XYZTData::Reader &line) { </s> remove static int get_path_length_idx(const cereal::ModelDataV2::XYZTData::Reader &line, const float path_height) {
 </s> add int get_path_length_idx(const cereal::ModelDataV2::XYZTData::Reader &line, const float path_height) { </s> remove 
  if (sm.updated("carState")) {
    float v_ego = sm["carState"].getCarState().getVEgo();
    // TODO: support replays without ecam by using fcam
    // Wide or narrow cam dependent on speed
    if ((v_ego < 10) || s->wide_cam_only) {
      scene.wide_cam = true;
    } else if (v_ego > 15) {
      scene.wide_cam = false;
    }
  }
 </s> add  </s> remove   }
  if (s->worldObjectsVisible()) {
    if (sm.updated("modelV2")) {
      update_model(s, sm["modelV2"].getModelV2());
    }
    if (sm.updated("radarState") && sm.rcv_frame("modelV2") > s->scene.started_frame) {
      update_leads(s, sm["radarState"].getRadarState(), sm["modelV2"].getModelV2().getPosition());
    }
 </s> add     scene.calibration_wide_valid = wfde_list.size() == 3;
void update_model(UIState *s, const cereal::ModelDataV2::Reader &model) {
    }
    *pvd = left_points + right_points;
  }
  
void update_model(UIState *s, const cereal::ModelDataV2::Reader &model) {
    UIScene &scene = s->scene;
    auto model_position = model.getPosition();
    float max_distance = std::clamp(model_position.getX()[TRAJECTORY_SIZE - 1],
                                    MIN_DRAW_DISTANCE, MAX_DRAW_DISTANCE);
  
keep keep keep keep replace keep keep keep keep keep
 UI: draw onroad objects on right frame (#26306)

* update before draw

* fix a lot of janky

* fix more flicker

* cleanup

* fix flicker when opening settings

* simplify 
selfdrive/ui/ui.cc