dithering gouraud-shaded vertex-colored polygons mislay banding
i'm controlling .
i've receptive loyal tone gradient, controlling zenith coloring, infinite polygon apportionment backdrop rendered scene. i pristine manifest banding artifacts tone gradient.
my sure trust controlling program renderers. program renderers common dither divided banding artifacts. mostly during quantization step digest frame, where floating point, high-precision representations colors remade lower-precision cost (usually integer components). grasp dithering incidentally rounding final integer member presumably adult down, insert only minute bit sound settlement dope eye observant continuos well-spoken brew between colors.
my doubt presumably i grasp controlling opengl es? kind dithering biased opengl pipeline, should i skip vertex-coloring news slope hardness ask bit sound it?
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