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authorSergey Sharybin <sergey.vfx@gmail.com>2012-10-01 15:14:02 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-10-01 15:14:02 +0400
commit1d7bf727ff50a9dc21de3c002311eb670fc680b4 (patch)
tree049fcb0c54369a739badc8d994390377c915a815 /source/blender/editors/space_view3d/drawmesh.c
parentc9c76a9a68ff9f0c32c6a1f77d386349ca5abaca (diff)
Fix #32695: Can't disable color management for 3D view
Made it so viewport will disable color management if display device set to None. This solves couple of regressions, mainly related on old BGE files and made None display behave exactly as old color management disabled.
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c8
1 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index f05c78e8512..e4c21a9c2c8 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -373,13 +373,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
Gtexdraw.ob = ob;
Gtexdraw.is_tex = is_tex;
- /* OCIO_TODO: for now assume OpenGL is always doing color management and working in sRGB space
- * supporting for real display conversion could be nice here, but it's a bit challenging
- * since all the shaders should be aware of such a transform
- * perhaps this flag could be completely removed before release in separated commit and
- * be re-implemented if real display transform would be needed
- */
- Gtexdraw.color_profile = TRUE;
+ Gtexdraw.color_profile = BKE_scene_check_color_management_enabled(scene);
memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
set_draw_settings_cached(1, NULL, NULL, Gtexdraw);