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authorWessel Dankers <wsl@fruit.je>2013-01-12 15:50:58 +0100
committerwm4 <wm4@nowhere>2013-01-27 13:27:32 +0100
commitd84b572b8cc07484a8c3e92a6a536b80930fad5b (patch)
tree744eae3dd1f1bd53d14f4fe69faa3f97878d7c01 /DOCS
parent8a7b8c3dd6ddb58adb221cfd194c57457a40839c (diff)
downloadmpv-d84b572b8cc07484a8c3e92a6a536b80930fad5b.tar.bz2
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vo_opengl: always dither
Dithering was disabled if the input bit depth was not larger than the output bit depth of the screen framebuffer. But since scaling, RGB conversion, and other filters change the number of significant bits anyway, dithering could still benefit image quality even in these cases. Always do dithering, unless dithering is completely disabled. The original intention of this mechanism was not to change the image needlessly when playing video that matches the native bit depth of the screen.
Diffstat (limited to 'DOCS')
-rw-r--r--DOCS/man/en/vo.rst5
1 files changed, 0 insertions, 5 deletions
diff --git a/DOCS/man/en/vo.rst b/DOCS/man/en/vo.rst
index 824342b279..b87f982632 100644
--- a/DOCS/man/en/vo.rst
+++ b/DOCS/man/en/vo.rst
@@ -337,11 +337,6 @@ opengl
8
Dither to 8 bit output.
- Note that dithering will always be disabled if the bit depth
- of the video is lower or equal to the detected dither-depth.
- If color management is enabled, input depth is assumed to be
- 16 bits, because the 3D LUT output is 16 bit wide.
-
Note that the depth of the connected video display device can not be
detected. Often, LCD panels will do dithering on their own, which
conflicts with vo_opengl's dithering, and leads to ugly output.