[Bf-committers] Where did OpenGL dither go?

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Jun 6 14:10:17 CEST 2013


I can't find good info on it either, maybe it was only ever used for
OpenGL color index mode or displays with less than 8 bits per color
channel?

The dither implementation is not specified by the OpenGL
specification, and it's valid to not do any dithering at all.

On Thu, Jun 6, 2013 at 12:58 PM, Ton Roosendaal <ton at blender.org> wrote:
> Hi all,
>
> Someone pointed me at the banding, visible in shaded 3d viewports with greyscales.
> None of the systems I tried (mac nvidia, mac ati, linux nvidia) shows any dither in the viewport... and there's nothing in the code pointing at being disabled.
>
> I checked it with a print in the graded backdrop drawing:
> printf("dither is %d\n", glIsEnabled(GL_DITHER));
>
> And it says it's on.
>
> Screenie, with expanded color range to see the banding:
> http://www.pasteall.org/pic/52953
>
> Shouldn't it show a nice stipple pattern? I recall this, but more like from 10 years ago or so :)
>
> Googling about it didn't give me info about this feature being dropped in drivers nowadays.
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
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