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:
and even though I have 32bit enabled in windows it sure doesn''t look like it. (I have a GeForce1.)
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.
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.