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/makesrna/intern/rna_render.c | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/makesrna/intern/rna_render.c') 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); } -- cgit v1.2.3