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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/space_view3d/view3d_view.c
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/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c6
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);
}