diff --git a/lib/mayaUsd/render/vp2RenderDelegate/mesh.cpp b/lib/mayaUsd/render/vp2RenderDelegate/mesh.cpp index d496a91a0b..859a71a7ab 100644 --- a/lib/mayaUsd/render/vp2RenderDelegate/mesh.cpp +++ b/lib/mayaUsd/render/vp2RenderDelegate/mesh.cpp @@ -1364,7 +1364,11 @@ void HdVP2Mesh::_InitRepr(const TfToken& reprToken, HdDirtyBits* dirtyBits) // But default material mode does not use geom subsets, so we create the render item MHWRender::MRenderItem* defaultMaterialItem = _CreateSmoothHullRenderItem( +#if HD_API_VERSION < 35 + renderItemName, *drawItem, *subSceneContainer, nullptr) +#else renderItemName, *drawItem.get(), *subSceneContainer, nullptr) +#endif ._renderItem; defaultMaterialItem->setDefaultMaterialHandling( MRenderItem::DrawOnlyWhenDefaultMaterialActive); @@ -1372,7 +1376,11 @@ void HdVP2Mesh::_InitRepr(const TfToken& reprToken, HdDirtyBits* dirtyBits) #ifdef MAYA_NEW_POINT_SNAPPING_SUPPORT if (!GetInstancerId().IsEmpty()) { defaultMaterialItem = _CreateShadedSelectedInstancesItem( +#if HD_API_VERSION < 35 + renderItemName, *drawItem, *subSceneContainer, nullptr); +#else renderItemName, *drawItem.get(), *subSceneContainer, nullptr); +#endif defaultMaterialItem->setDefaultMaterialHandling( MRenderItem::DrawOnlyWhenDefaultMaterialActive); defaultMaterialItem->setShader(_delegate->Get3dDefaultMaterialShader());