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authorCarsten Haitzler (Rasterman) <raster@rasterman.com>2020-11-27 15:02:58 +0000
committerCarsten Haitzler (Rasterman) <raster@rasterman.com>2020-11-27 15:02:58 +0000
commitb59b60502122b505d20e91ed4dbddcee3abc9ce5 (patch)
treea4251571a21ee1c84a20feaf1bcc703de19e1e67 /src/bin/evas/evas_cserve2_shm_debug.c
parentf08f0548da7fda905e9288343424df4ddd6221d5 (diff)
evas gl - experiment with dithered gl renderingHEADmaster
this adds a dither func (4x4 dither matrix) to experiment with higher quality rendering in gl - this assumes you have a normal 8bit per channel buffer for now (99% of people) and will approximate values in between the 256 steps 8 bits provides by using the dither matrix based on gl_FragCoord position. it's just a flag in the shader flags for now so can be turned on/off in code. this definitely makes blurs look much better... everything else seems basicall the same. let's see how this goes. @feat
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