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 --- source/blender/editors/render/render_internal.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/render') 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, -- cgit v1.2.3