diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-30 16:44:25 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-30 19:51:15 +0300 |
commit | c86b5fa820d181c2beabdf4147ac17cb6ff8149b (patch) | |
tree | 4fc26cc4ff4e0cf024a9c15a72b123a67157a8c2 /source/blender/draw/intern/DRW_render.h | |
parent | 2e2e7aff7cb28337684534d2207816946407788b (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.h | 2 |
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); |