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authorSergey Sharybin <sergey.vfx@gmail.com>2013-12-13 10:36:45 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-12-13 10:36:45 +0400
commit5a91df32713b7ad9be6befa7124b31890063d91b (patch)
tree11309c67510bb0ffd29438318896cf86b8024c02 /source/blender/editors/render
parent669b5902298f0f80159395d020657d6630a532ac (diff)
Implement GPU-side dither
Summary: Uses some magic pseudo-random which is actually a texture coordinate hashing function. TODOs: - Dither noise is the same for all the frames. - It's different from Floyd's dither we've been using before. - Currently CPU and GPU dithering used different implementation. Ideally we need to use the same dither in CPU. Reviewers: brecht Reviewed By: brecht Differential Revision: http://developer.blender.org/D58
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_internal.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index e1a271e996b..1b090cb16ec 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1150,7 +1150,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
/* Try using GLSL display transform. */
if (force_fallback == false) {
- if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, true)) {
+ if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, 0.0f, true)) {
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,