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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-04-09 16:54:13 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-04-10 15:49:49 +0400 |
commit | f93bc7693a530632455d3ec7acc4bce54a1f85bc (patch) | |
tree | d0e067438cbc547875b3cb77e53904c5ea2a537d /source/gameengine/Converter/BlenderWorldInfo.cpp | |
parent | 19e627cab34a04a3d01b2e3a868b7bf91d56e8f9 (diff) |
Backport revisions for the 2.70a releasev2.70a
d2660a0, 6e99fb0, 58c22d8, 83f2012 + ff21f6a, a7ed1db. cc6b106
7997e38, 9d4b54b, efb48fc, 3fc293c, 29f359c, 77c1d17, 92a539e,
c626462, f48828b, 6452d9f, 765d077, 74518b2, af16d46, 8da4936,
6babbf5, f0106d2, f88776b, ee72cba, 467596d, e21a7b3, eed3974,
71a2ff1, ccf9afd, 44d6c68, 30fdfc3, b69809c, b0a8e4c, bd57ec6,
3b0832d, 2a25676, 3977b76, fb25a86, 9bbb30b, 51abc2b, 0ebade5,
2c0e32f, 3deaf7d, ea01b24, c61eb64, f3db038, a6fb670, eedde31,
b66a954, 7ff123c, f5b79df, 7148c97, 54a8753, fcaa018, 4c73001,
7a21330, 07578be, e9a64e2, fd3de8b, ae792e9, b7712a7 + 3600622,
d9557d0, 6d973b8, 688257d, 4acb57a, 95ac6bc,
Also backported openmp changes to sculpt making it so number
of real CPU cores is used as a number of threads here.
Diffstat (limited to 'source/gameengine/Converter/BlenderWorldInfo.cpp')
-rw-r--r-- | source/gameengine/Converter/BlenderWorldInfo.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp index be85d89775f..75beb5d0e0e 100644 --- a/source/gameengine/Converter/BlenderWorldInfo.cpp +++ b/source/gameengine/Converter/BlenderWorldInfo.cpp @@ -61,6 +61,7 @@ #include "BLI_math.h" #include "BKE_global.h" +#include "BKE_scene.h" /* end of blender include block */ @@ -86,7 +87,7 @@ BlenderWorldInfo::BlenderWorldInfo(struct Scene *blenderscene, struct World *ble copy_v3_v3(m_backgroundcolor, &blenderworld->horr); copy_v3_v3(m_ambientcolor, &blenderworld->ambr); - if (blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) { + if (BKE_scene_check_color_management_enabled(blenderscene)) { linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor); linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor); linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor); |