Difference between revisions of "Gl dither"
From FTE
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Name: gl_dither<br> | Name: gl_dither<br> | ||
Default value: "1"<br> | Default value: "1"<br> | ||
− | + | Cvar flags: None<br> | |
+ | FTEQW Builds: [[OpenGL Renderer]] [[Minimal GL Build]] [[Merged Build]] [[Linux Build]] <br> | ||
<br> | <br> | ||
16bit opengl rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It has no effect at 32 bit depths. | 16bit opengl rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It has no effect at 32 bit depths. |
Revision as of 05:13, 1 November 2005
Name: gl_dither
Default value: "1"
Cvar flags: None
FTEQW Builds: OpenGL Renderer Minimal GL Build Merged Build Linux Build
16bit opengl rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It has no effect at 32 bit depths.