diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-12-13 10:36:45 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-12-13 10:36:45 +0400 |
commit | 5a91df32713b7ad9be6befa7124b31890063d91b (patch) | |
tree | 11309c67510bb0ffd29438318896cf86b8024c02 /source/blender/editors/space_sequencer | |
parent | 669b5902298f0f80159395d020657d6630a532ac (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/space_sequencer')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index cb69a7fe654..267b070fd42 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -1086,10 +1086,10 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq type = GL_FLOAT; if (ibuf->float_colorspace) { - glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, true); + glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->float_colorspace, ibuf->dither, true); } else { - glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, true); + glsl_used = IMB_colormanagement_setup_glsl_draw_ctx(C, ibuf->dither, true); } } else if (ibuf->rect) { @@ -1097,7 +1097,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq format = GL_RGBA; type = GL_UNSIGNED_BYTE; - glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, false); + glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, ibuf->dither, false); } else { format = GL_RGBA; |