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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-11 15:20:39 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-17 15:59:07 +0300 |
commit | 7b3a18f0aa3ed9612aca602878a8ebdf2f1250f9 (patch) | |
tree | 4f8ff9cdc37f66dd200946f4589e13d135f1e140 /source/blender/editors/render/render_update.c | |
parent | f8e2dba7fe429c6e514a2f12ff35addc8f474294 (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/render/render_update.c')
-rw-r--r-- | source/blender/editors/render/render_update.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c index e473b98b4a1..09d89e3b90f 100644 --- a/source/blender/editors/render/render_update.c +++ b/source/blender/editors/render/render_update.c @@ -144,7 +144,7 @@ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int update } else { RenderEngineType *engine_type = - ED_view3d_engine_type(scene, v3d->drawtype); + ED_view3d_engine_type(scene, v3d->shading.type); if (updated) { DRW_notify_view_update( (&(DRWUpdateContext){ |