Difference between revisions of "Gl dither"

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Name: gl_dither<br>
 
Name: gl_dither<br>
 
Default value: "1"<br>
 
Default value: "1"<br>
Flags:   <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.