To dither or not to dither (that is to dither)

#2
Well I believe I had everything setup properly to do this, but the problem is it requires the PS3.0 pixel shader model to get the basic inputs you need and that requires that a vertex shader also be defined which is just not practical at this point. So I like got the dithering working but lost the texture coordinates so there was really not a whole lot to look at.

The irony is as the graphics acceleration technology gets to be ever more sophisticated the ability to program flexible software becomes increasingly nonexistent.
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Re: To dither or not to dither (that is to dither) - by HolyDiver - 2010-09-03, 06:55 AM



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