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.
Details
Diff Detail
Event Timeline
Looks ok except for the version patch.
| source/blender/blenloader/intern/versioning_260.c | ||
|---|---|---|
| 2649–2670 ↗ | (On Diff #456) | Can you do this only when the render engine is set to BLENDER_GAME? I would like to avoid breaking files that are not intended for the game engine. |
| 2663–2665 ↗ | (On Diff #456) | I don't think this is needed. |
| 2666–2668 ↗ | (On Diff #456) | Is this necessary? As I understand it, with color management images are converted from sRGB to linear, and then it gets converted back to sRGB at the end of shading. So disabling color management should already cancel out both, and setting the image color space to raw would in fact change the result. In any case it seems a bit scary to change all image color spaces based on this setting. |
From my side I think the version patch in not necessary.
But I want to decide this by my own. Let's hear what moguri thinks.
| source/blender/blenloader/intern/versioning_260.c | ||
|---|---|---|
| 2649–2670 ↗ | (On Diff #456) | I am not sure how to get this value, I don't found any similar code. But I think I will find out a way to do this. But I think it is not necessary because the old option was only visible if BLENDER_GAME was chosen. |
| 2663–2665 ↗ | (On Diff #456) | I am also unsure if we should convert the old GAME_GLSL_NO_COLOR_MANAGEMENT setting. The user can do this in the display settings now. |
| 2666–2668 ↗ | (On Diff #456) | I don't know if that is necessary, but I think so. I copied the code from line 1529-1568. Original comment:
|
I removed the converter for the old GAME_GLSL_NO_COLOR_MANAGEMENT setting.
I think it is not necessary.
I guess that's reasonable but I'll leave the final decision for that on game engine developers. It's easy to solve the backwards compatibility problem for users when they know, but it breaks compatibility of course.
Update because the mist render in GLSL solid mode (= shadeless Multitexture) was displaying wrong.