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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/screen/glutil.c
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/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 723dce5e226..785c21481c5 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -1091,15 +1091,18 @@ void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter,
if (ibuf->rect_float) {
if (ibuf->float_colorspace) {
ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
- ibuf->float_colorspace, TRUE);
+ ibuf->float_colorspace,
+ TRUE, FALSE);
}
else {
- ok = IMB_colormanagement_setup_glsl_draw(view_settings, display_settings, TRUE);
+ ok = IMB_colormanagement_setup_glsl_draw(view_settings, display_settings,
+ TRUE, FALSE);
}
}
else {
ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
- ibuf->rect_colorspace, FALSE);
+ ibuf->rect_colorspace,
+ FALSE, FALSE);
}
if (ok) {