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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c5
-rw-r--r--source/blender/gpu/intern/gpu_material.c6
2 files changed, 3 insertions, 8 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);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index dd92b561235..4732586b912 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -389,10 +389,8 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
int GPU_material_do_color_management(GPUMaterial *mat)
{
- /* OCIO_TODO: for now assume scene always does color management. probably could be
- * improved in the future to support real display transform
- * also probably we'll need to get rid ofgame engine's color management flag
- */
+ if (!BKE_scene_check_color_management_enabled(mat->scene))
+ return FALSE;
return !((mat->scene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT));
}