Dither enable
Parameters
| enable - true to enable hardware dithering, false to disable; true (default) |
Description
|
Enables or disables hardware dithering. A legacy command from the 16-bit colour era. Hardware dithering was useful when running games in 16-bit colour mode: 16-bit mode offers fewer colours than the eye can distinguish, so bands of colour are noticeable on smoothly shaded objects, and dithering blends the bands to fake extra colours. In 24-bit and 32-bit modes there are more than enough colours and dithering is redundant. On the modern DirectX 12 renderer this command is accepted for compatibility but has no effect - rendering is always full colour depth, so there is no banding to hide and no dithering hardware to switch. Existing code that calls Dither continues to run unchanged. See also: AntiAlias, WBuffer, Graphics3D. |
Example
; Dither Example ; -------------- ; Dithering matters most in 16-bit colour, where smooth shading shows banding Graphics3D 640,480,16,2 SetBuffer BackBuffer() camera=CreateCamera() ; Light the sphere from above for the strongest shading gradient light=CreateLight() RotateEntity light,90,0,0 ; A big smooth sphere - colour banding shows up in its shaded gradient sphere=CreateSphere(32) PositionEntity sphere,0,0,2 enable=1 While Not KeyDown(1) ; Space toggles hardware dithering If KeyHit(57) Then enable=1-enable ; Enable or disable hardware dithering Dither enable TurnEntity sphere,0,0.5,0 RenderWorld Text 0,0,"Space: toggle dithering Esc: exit" If enable Then Text 0,20,"Dither True" Else Text 0,20,"Dither False" Text 0,40,"Look for colour banding in the sphere's shading (16-bit modes)" Flip Wend End
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