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authorThomas Szepe <HG1_public@gmx.net>2015-03-24 01:56:46 +0300
committerThomas Szepe <HG1_public@gmx.net>2015-03-24 01:56:46 +0300
commitce40fb9ab2616abefb79b12c3972e550b1df4660 (patch)
treec6fc667d6728c4e409cea4d6ad4908d06d12284d /source/blender/gpu
parent931c3e654404bbff05f1bcce9487fc6e91392300 (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.c2
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)