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author | Thomas Szepe <HG1_public@gmx.net> | 2015-03-24 01:56:46 +0300 |
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committer | Thomas Szepe <HG1_public@gmx.net> | 2015-03-24 01:56:46 +0300 |
commit | ce40fb9ab2616abefb79b12c3972e550b1df4660 (patch) | |
tree | c6fc667d6728c4e409cea4d6ad4908d06d12284d /source/blender/gpu | |
parent | 931c3e654404bbff05f1bcce9487fc6e91392300 (diff) |
BGE: World color management fix
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.
Reviewers: moguri, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D154
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 480972d161f..4d46ef3af7b 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -452,7 +452,7 @@ bool GPU_material_do_color_management(GPUMaterial *mat) if (!BKE_scene_check_color_management_enabled(mat->scene)) return false; - return !((mat->scene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT)); + return true; } bool GPU_material_use_new_shading_nodes(GPUMaterial *mat) |