Color Management, Stage 2: Switch color pipeline to use OpenColorIO
[blender.git] / source / blender / editors / space_view3d / drawmesh.c
index 895b256ab84d723fcd166e9a471d81b338a8a13f..ca4f00be2d5e88288b5980606f50e2290f466ad2 100644 (file)
@@ -372,7 +372,15 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
 
        Gtexdraw.ob = ob;
        Gtexdraw.is_tex = is_tex;
-       Gtexdraw.color_profile = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
+
+       /* OCIO_TODO: for now assume OpenGL is always doing color management and working in sRGB space
+        *            supporting for real display conversion could be nice here, but it's a bit challenging
+        *            since all the shaders should be aware of such a transform
+        *            perhaps this flag could be completely removed before release in separated commit and
+        *            be re-implemented if real display transform would be needed
+        */
+       Gtexdraw.color_profile = TRUE;
+
        memcpy(Gtexdraw.obcol, obcol, sizeof(obcol));
        set_draw_settings_cached(1, NULL, NULL, Gtexdraw);
        glShadeModel(GL_SMOOTH);