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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-30 16:44:25 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-30 19:51:15 +0300
commitc86b5fa820d181c2beabdf4147ac17cb6ff8149b (patch)
tree4fc26cc4ff4e0cf024a9c15a72b123a67157a8c2 /source/blender/draw/intern/DRW_render.h
parent2e2e7aff7cb28337684534d2207816946407788b (diff)
Viewport: use Filmic without scene exposure/gamma/curves for workbench.
This ignores the scene color managment view settings for solid mode and lookdev when not using scene lights and world. The scene settings are intended for tweaking renders and should not affect studio lighting and matcaps. There may be cases where a simple sRGB transform is better than Filmic and we could add configuration for this. Not sure if it really matters and it may be better if we just assume matcaps and studiolights are all created for one view transform. Differential Revision: https://developer.blender.org/D3569
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r--source/blender/draw/intern/DRW_render.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index d2c44cfef2a..0db16ab5472 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -234,7 +234,7 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
} \
} while (0)
-void DRW_transform_to_display(struct GPUTexture *tex);
+void DRW_transform_to_display(struct GPUTexture *tex, bool use_view_settings);
void DRW_transform_none(struct GPUTexture *tex);
void DRW_multisamples_resolve(
struct GPUTexture *src_depth, struct GPUTexture *src_color, bool use_depth);