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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:35 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:35 +0400
commit60ff60dcdc9f43891fb8a19e10f9bb7964a539bf (patch)
treeced8e2887295b713d67dfd496728703c71f53442 /source/blender/editors/render
parent6785874e7adf5ef15e7a28b134b2bd4e8b3a8988 (diff)
RenderEngine API: add viewport draw utility functions to bind a GLSL fragment
shader for converting colors from linear to display space, based on the scene color management settings. if engine.support_display_space_shader(scene): # test graphics card support engine.bind_display_space_shader(scene) # draw pixels .. engine.unbind_display_space_shader()
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_internal.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index d3818e1cac7..b1978c001f3 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1125,7 +1125,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
/* Try using GLSL display transform. */
if (force_fallback == false) {
- if (IMB_colormanagement_setup_glsl_draw(NULL, &scene->display_settings, TRUE)) {
+ if (IMB_colormanagement_setup_glsl_draw(NULL, &scene->display_settings, TRUE, FALSE)) {
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,