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dithering


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#1 vanne   Members   -  Reputation: 122

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Posted 17 July 2001 - 03:48 AM

sorry for spamming the forum, but ah I have trouble with something that looks like dithering when I blend together alot of polys on top of eachother, say smoke in a particle system. just textured quads. I set these states: glBlendFunc(GL_SRC_ALPHA,GL_ONE); glShadeModel(GL_SMOOTH); glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); and even though I have 32bit enabled in windows it sure doesn''t look like it. (I have a GeForce1.) any clues?

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#2 Obelix   Members   -  Reputation: 122

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Posted 17 July 2001 - 05:03 AM

Check the internal format and the range of the alpha values.
Another thing to try is from the MSDN documentation:
"To optimize polygon antialiasing, use glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE)"



#3 mittens   Moderators   -  Reputation: 1315

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Posted 17 July 2001 - 10:05 AM

Dithering is an incredibly annoying problem (unless of course, you want it to happen). I
haven''t really figured out a great way to stop the ugly stuff from happening in some of my demos
yet... but I''m working on it. I''ve found it extremely common in my particle demos, and I found
it INCREDIBLY often in Deus Ex.... annoying stuff.

------------------------------
Trent (ShiningKnight)
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OpenGL Game Programming Tutorials

#4 zedzeek   Members   -  Reputation: 528

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Posted 17 July 2001 - 11:44 AM

i dont think its dithering thats the cause but lack of colour depth precision, not much u can do about it apart from use 32 bit colour + high quality internal format textures.some sgi machines can handle 48bit colour. carmack in a quite recent plan wrote about the need for greater colour depths for the same reason. an interesting read.

http://members.xoom.com/myBollux




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