From 5a91df32713b7ad9be6befa7124b31890063d91b Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Fri, 13 Dec 2013 12:36:45 +0600 Subject: 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 --- intern/opencolorio/ocio_capi.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'intern/opencolorio/ocio_capi.h') diff --git a/intern/opencolorio/ocio_capi.h b/intern/opencolorio/ocio_capi.h index 5abe104fcd4..d667dece62a 100644 --- a/intern/opencolorio/ocio_capi.h +++ b/intern/opencolorio/ocio_capi.h @@ -189,7 +189,7 @@ void OCIO_matrixTransformScale(float *m44, float *offset4, const float *scale4); int OCIO_supportGLSLDraw(void); int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, - OCIO_CurveMappingSettings *curve_mapping_settings, bool predivide); + OCIO_CurveMappingSettings *curve_mapping_settings, float dither, bool predivide); void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state); void OCIO_freeOGLState(struct OCIO_GLSLDrawState *state); -- cgit v1.2.3