forked from bartvdbraak/blender
BGE: Fix color used as background in VideoTexture.
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror). Reviewers:panzergame
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@ -100,9 +100,9 @@ void KX_WorldInfo::setBackColor(float r, float g, float b)
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}
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}
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}
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const float *KX_WorldInfo::getBackColor(void) const
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const float *KX_WorldInfo::getBackColorConverted() const
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{
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{
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return m_backgroundcolor;
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return m_con_backgroundcolor;
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}
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}
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void KX_WorldInfo::setMistType(short type)
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void KX_WorldInfo::setMistType(short type)
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@ -88,7 +88,7 @@ public:
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void setMistIntensity(float intensity);
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void setMistIntensity(float intensity);
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void setMistColor(float r, float g, float b);
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void setMistColor(float r, float g, float b);
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void setBackColor(float r, float g, float b);
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void setBackColor(float r, float g, float b);
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const float *getBackColor() const;
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const float *getBackColorConverted() const;
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void setAmbientColor(float r, float g, float b);
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void setAmbientColor(float r, float g, float b);
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void UpdateBackGround();
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void UpdateBackGround();
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void UpdateWorldSettings();
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void UpdateWorldSettings();
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@ -109,7 +109,7 @@ void ImageRender::setBackground (float red, float green, float blue, float alpha
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void ImageRender::setBackgroundFromScene (KX_Scene *scene)
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void ImageRender::setBackgroundFromScene (KX_Scene *scene)
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{
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{
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if (scene) {
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if (scene) {
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const float *background_color = scene->GetWorldInfo()->getBackColor();
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const float *background_color = scene->GetWorldInfo()->getBackColorConverted();
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copy_v3_v3(m_background, background_color);
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copy_v3_v3(m_background, background_color);
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m_background[3] = 1.0f;
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m_background[3] = 1.0f;
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}
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}
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