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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/gpu/intern/gpu_draw.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/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c5
1 files changed, 1 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 962bb0aed22..956c76aec20 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1209,10 +1209,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GPUBlendMode alphablend;
int a;
- /* OCIO_TODO: assume color management is always enabled. could be nice to support real display transform here,
- * but that's not so important and could be done later
- */
- int gamma = TRUE;
+ int gamma = BKE_scene_check_color_management_enabled(scene);
int new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);