RenderEngine API: add viewport draw utility functions to bind a GLSL fragment
shader for converting colors from linear to display space, based on the scene color management settings. if engine.support_display_space_shader(scene): # test graphics card support engine.bind_display_space_shader(scene) # draw pixels .. engine.unbind_display_space_shader()
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@@ -381,6 +381,11 @@ void FallbackImpl::matrixTransformScale(float * , float * , const float *)
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{
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}
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bool FallbackImpl::supportGLSLDraw(void)
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{
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return false;
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}
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bool FallbackImpl::setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, bool predivide)
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{
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return false;
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