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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-11 15:20:39 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-17 15:59:07 +0300
commit7b3a18f0aa3ed9612aca602878a8ebdf2f1250f9 (patch)
tree4f8ff9cdc37f66dd200946f4589e13d135f1e140 /source/blender/editors/include
parentf8e2dba7fe429c6e514a2f12ff35addc8f474294 (diff)
Cleanup: moving shading type into View3DShading.
So all shading settings are in this struct and can be reused in the OpenGL render engine.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_view3d.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index efcf5978968..516b121031e 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -523,7 +523,7 @@ void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *a
void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *sa);
#define V3D_IS_ZBUF(v3d) \
- (((v3d)->flag & V3D_ZBUF_SELECT) && ((v3d)->drawtype > OB_WIRE))
+ (((v3d)->flag & V3D_ZBUF_SELECT) && ((v3d)->shading.type > OB_WIRE))
void ED_view3d_id_remap(struct View3D *v3d, const struct ID *old_id, struct ID *new_id);