Details on dithering for OpenGL?
#1
How does it work? What algorithm is it using? Chances of seeing on non OpenGL platforms?
For troubleshooting and bug reporting please make sure you read this first (usually it's enough to follow instructions in the second post).
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#2
It loads a dither matrix generated with https://git.fruit.je/src?a=blob;f=dither...26;hb=HEAD
into a texture unit. Finally a shaders uses this matrix to generate noise and cure banding effects when transforming from limited to full range color space.
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#3
Ok, thanks for your answer. From the little I understand I think there's nothing serious stopping a non OpenGL implementation (for Windows, basically). Thanks again.
For troubleshooting and bug reporting please make sure you read this first (usually it's enough to follow instructions in the second post).
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#4
I don't think so either. It's no rocket science.
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Details on dithering for OpenGL?0