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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/makesrna/intern/rna_render.c
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/makesrna/intern/rna_render.c')
-rw-r--r--source/blender/makesrna/intern/rna_render.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesrna/intern/rna_render.c b/source/blender/makesrna/intern/rna_render.c
index 9c3c6ce6c04..854275ccb64 100644
--- a/source/blender/makesrna/intern/rna_render.c
+++ b/source/blender/makesrna/intern/rna_render.c
@@ -73,6 +73,7 @@ static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene
{
IMB_colormanagement_setup_glsl_draw(&scene->view_settings,
&scene->display_settings,
+ scene->r.dither_intensity,
false);
}