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datadawgx

dithering - an example?

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hey guys! can anyone point out a good visual example (ie, rendering?) of a primitive or scene with and without dithering? i'm trying to understand what visual affect disabling and enabling dithering on a 24bit RGB scene would be. thanks! -ddx p.s. this would be like, the difference in rendering a triangle with glDisable(GL_DITHER) as opposed to rendering it with glEnable(GL_DITHER).

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Hi,
change your window's color buffer to 16 bit then enable GL_SHOOTH
glShadeModel(GL_SMOOTH);
then disable GL_DITHER
glDisable(GL_DITHER);
draw your triangle each vertex has his own color
you'll see color shading look bad.
that's all :)
bye

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hmm is there a way to change the color depth of opengl without changing the settings in windows? basically, "changing my settings in windows" is not possible/valid. and it would be best if i could maintain 32bpp... i understand that at that color resolution it can be hard to notice whether dithering is used or not, but i need to try. any ideas?

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youre not gonna notice so easily (if at all) in 32bit color
the easiest way is draw a fullscreen quad that goes from one side darkgreen->lightgreen
(green is the color the eyes can notice differences the best in)
set it so if the spacebar is pressed the current dithering state changes,
in 16bit u can easily see the difference

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