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authorMatt Ebb <matt@mke3.net>2009-07-17 06:43:15 +0400
committerMatt Ebb <matt@mke3.net>2009-07-17 06:43:15 +0400
commit1ef729358517248888073be71ba5d3b6e3d723ee (patch)
treedfa33f083ac1afd500e76dcf4bc581394637d0dd /source/blender/editors/include/BIF_glutil.h
parent70f6255433fcb1f5551199ef7a285a9ab80a3318 (diff)
Colour Management
- 1st stage: Linear Workflow This implements automatic linear workflow in Blender's renderer. With the new Colour Management option on in the Render buttons, all inputs to the renderer and compositor are converted to linear colour space before rendering, and gamma corrected afterwards. In essence, this makes all manual gamma correction with nodes, etc unnecessary, since it's done automatically through the pipeline. It's all explained much better in the notes/doc here, so please have a look: http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management And an example of the sort of difference it makes: http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg This also enables Colour Management in the default B.blend, and changes the default lamp falloff to inverse square, which is more correct, and much easier to use now it's all gamma corrected properly. Next step is to look into profiles/soft proofing for the compositor. Thanks to brecht for reviewing and fixing some oversights!
Diffstat (limited to 'source/blender/editors/include/BIF_glutil.h')
-rw-r--r--source/blender/editors/include/BIF_glutil.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h
index f5769610f50..deee3e3c8b4 100644
--- a/source/blender/editors/include/BIF_glutil.h
+++ b/source/blender/editors/include/BIF_glutil.h
@@ -132,10 +132,11 @@ void glaDrawPixelsSafe (float x, float y, int img_w, int img_h, int row_w, int
* is expected to be in RGBA byte or float format, and the
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
+ * @param gamma_correct Optionally gamma correct float sources to sRGB for display
*/
/* only for float rects, converts to 32 bits and draws */
-void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf);
+void glaDrawPixelsSafe_to32(float fx, float fy, int img_w, int img_h, int row_w, float *rectf, int gamma_correct);
void glaDrawPixelsTex (float x, float y, int img_w, int img_h, int format, void *rect);