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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/gameengine/Converter/BL_BlenderDataConversion.cpp | |
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/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 6e3a321bfdf..3e7e104ed46 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1651,7 +1651,7 @@ static KX_GameObject *gameobject_from_blenderobject( case OB_FONT: { - bool do_color_management = !(blenderscene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT); + bool do_color_management = BKE_scene_check_color_management_enabled(blenderscene); /* font objects have no bounding box */ gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob, do_color_management); |