diff options
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/space_view3d/view3d_view.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/space_view3d/view3d_view.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index bb0745b1998..8a4a0efad2a 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -184,7 +184,7 @@ void ED_view3d_smooth_view_ex( } /* skip smooth viewing for render engine draw */ - if (smooth_viewtx && v3d->drawtype != OB_RENDER) { + if (smooth_viewtx && v3d->shading.type != OB_RENDER) { bool changed = false; /* zero means no difference */ if (sview->camera_old != sview->camera) @@ -1003,7 +1003,7 @@ int view3d_opengl_select( * the object & bone view locking takes 'rect' into account, see: T51629. */ ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect); - if (v3d->drawtype > OB_WIRE) { + if (v3d->shading.type > OB_WIRE) { GPU_depth_test(true); } @@ -1048,7 +1048,7 @@ int view3d_opengl_select( G.f &= ~G_PICKSEL; ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL); - if (v3d->drawtype > OB_WIRE) { + if (v3d->shading.type > OB_WIRE) { GPU_depth_test(false); } |