static void basic_engine_init(void *UNUSED(vedata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
+ BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
/* Depth prepass */
if (!sh_data->depth) {
- sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
+ sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);
}
}
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
- BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
+ BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
const RegionView3D *rv3d = draw_ctx->rv3d;
const bool is_clip = (rv3d->rflag & RV3D_CLIPPING) != 0;