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authorClément Foucault <foucault.clem@gmail.com>2019-03-29 00:38:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-29 00:38:55 +0300
commit4d71b655ec05d4fcee72d4606e97a3e146804054 (patch)
tree32e2e3d20c499882a559c166d11195e2f9974174 /source/blender/editors/include
parent42dd888b98b598c240f78302b857fa60add08ca5 (diff)
GPU: Fix color difference when rendering to gpu_py_offscreen
Now we do the color management inside the Draw manager and output CM byte buffer.
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r--source/blender/editors/include/ED_view3d.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 04488aedf49..02ea0027938 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -450,7 +450,7 @@ void ED_view3d_draw_offscreen(
int drawtype,
struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
float winmat[4][4], bool do_sky, bool is_persp, const char *viewname,
- struct GPUFXSettings *fx_settings,
+ struct GPUFXSettings *fx_settings, bool do_color_managment,
struct GPUOffScreen *ofs, struct GPUViewport *viewport);
void ED_view3d_draw_setup_view(
struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,