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Add dithering #9014
Add dithering #9014
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This is just a static dither pattern so I wouldn't call it debanding (though it does have that effect). |
The dithering is caused by rounding after the values are changed in a chessboard pattern. Do you have a suggestion on how I could call the setting?
In my experience, banding is easy to see when the screen brightness is very high and you look at a stone node in a dim cave. |
I don't remember seeing banding in Minetest, but the implementation looks simple enough. Out of curiosity, what's the performance impact like? |
I don't know. How can I measure it? |
@HybridDog Measure the FPS in a complex scene before and after enabling it 🙂 |
I am not convinced it is worth adding, seeing banding is apparently rare (i never have) and when you do it is probably very subtle and not a problem. |
I've tested it and didn't notice any difference. It was about 40 FPS with and without the dithering.
I often see subtle banding in minetest when I look closely. This is not a problem, but the simple debanding effect is optional and it slightly increases the visual quality without noticeable performance loss. |
But it also adds to review, testing, bugfixing and maintenance workload, and to code complexity, for near-zero benefit. I think this is what sfan5 means by 'worth it'. |
The code for this is very simple, so I think there's not much to review and maintenance, and if there's a bug, you can simply disable the setting or remove the feature. Testing it also shouldn't be difficult. |
My issue is that if it significantly increases screenshot size, then it probably also increases video file size. So I'll never use this, and more than likely neither will other content creators because recording MT already produces huge video files. Then, if it's also disabled by default, and a large portion of our user-base either don't look at settings, or disable shaders anyways, why add it in the first place? |
It should only affect lossless compression.
It is just a small feature, so there's not much to be added. |
If anyone is interested in reviving this PR or distributing a third-party shader to provide this feature, note that you can use a more effective algorithm which is still pretty cheap: godotengine/godot#42942 // From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
vec3 screen_space_dither(vec2 frag_coord) {
// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
// Subtract 0.5 to avoid slightly brightening the whole viewport.
return (dither.rgb - 0.5) / 255.0;
}
// ...
#ifdef USE_DEBANDING
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
#endif |
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I have rebased this and applied Calinou's suggestion, which works a lot better than a simple checkerboard pattern. |
Tested locally, it works as expected. Cropped section of the image with Colors > Auto > Equalize in GIMP and 3× nearest-neighbor scaling: It may be worth enabling this setting by default, as it'll help a lot once #13881 are implemented (you can notice banding on the screenshots I posted there). Also, I suggest renaming the setting to |
Done. I assume that on OLED screens, which have almost infinite contrast, banding may be very visible in Minetest when playing in a dark cave, but I haven't tested it. Dithering may also reduce hypothetical subtle screen flickering caused by rounding and numerical precision limits, for example a background colour alternating between #B9EBE9 and #B9ECE9. A similar but, as far as I know, stronger flickering happened in the past (#8416).
I've renamed it. I think debanding is a more generic term and it includes not only dithering but also, for example, algorithms which remove banding after the quantisation, such as AdaDeband. |
I'm using a LG C2 42" which is an OLED display 🙂 The debanding shader looks great on it, but I can certainly notice banding when it's disabled. |
Tested, works. Interestingly, this also in a way improves screenshots. This is how the screenshot looks like if I look at it with an image viewer that transforms the colors to my screen's color space (which is not srgb): Considering how simple this change is, I support it. Code looks fine. @Calinou Is it actually fine to use the code from those slides, copyright-wise? (IANAL) |
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LGTM, and works.
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Thank you for the explanation in #9014 (comment).
I don't usually notice banding while playing Minetest, but if I look for it, it is very obvious. This PR fixes the obvious cases of banding. In a direct before/after comparison, it also improves the image quality in scenes where I didn't notice any banding.
The debanding doesn't work on my Android phone ("ogles2" Irrlicht video driver). The reason seems to be a lack of precision: it works if I add precision highp float;
at the beginning of the shader. For testing, I took two screenshots with 50x dithering applied:
Screenshot of broken 50x dithering (this PR)
Screenshot of working 50x dithering (this PR with precision highp float;
)
I see two possible solutions:
-
Disable debanding by default on Android.
This might also be a good idea because Godot had a problem with this debanding code on mobile, which apparently still hasn't been solved:
Debanding breaks rendering on mobile (GLES3) godotengine/godot#49989
"Use Debanding" option on iOS causes rendering issue godotengine/godot#56443
Enabling debanding on mobile results in partially black screen (GLES3) godotengine/godot#45366 -
On OpenGL ES, use
precision highp float;
if available (#ifdef GL_FRAGMENT_PRECISION_HIGH
). Disable debanding otherwise.
We could probably add I'm not aware of a high-quality |
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Thanks for the changes. The debanding now works on my Android device (and it also still works on my desktop computer).
The reason is probably that
gl_FragCoord
is smaller there. It may be possible to make the dithering work with low floating-point precision by adding modulo operations, e.g.frag_coord = vec2(mod(frag_coord.x, 33.0), mod(frag_coord.y, 33.0));However, I don't know which effect this has on performance and quality.
That doesn't seem to be worth it.
We can still choose debanding to be disabled by default on mobile for performance reasons.
I am in favor of that.
On some displays, banding is easily noticeable in Minetest. Dithering before the quantisation to 8 bits can prevent banding artifacts and an implementation requires only a few lines of code. Dithering is disabled by default and can be enabled with a setting. It is applied in the second-stage shader and uses the algorithm supplied by Calinou.
This change also adds the setting to defaultsettings.cpp.
Co-authored-by: DS <ds.desour@proton.me>
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I have changed the setting now so that dithering can be enabled on OpenGL only (and not OpenGL ES). |
Why is the enum value called Anyway, I'd prefer if the setting stayed a boolean and you just added |
If I remember correctly, I mistakenly thought that OpenGL is a broad term which includes OpenGL ES, whereas GLSL is not a broad term and thus does not include the OpenGL ES Shading Language.
I also prefer a simple bool setting but I think it's not possible to set a different default value in settingtypes.txt on Android, so if I understand it correctly, either the desktop or the Android settings menu would show the wrong default value. |
Ah, maybe you're referring to the default value in the tooltip of the reset button. In that case, I guess you're right. |
No, I haven't looked at the settings code thoroughly and accidentally assumed that it would show the default value from |
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Thanks for your incredible patience!
Add ZMQ Worlds shittiest minetest interface CI MacOS install zmq Handshakes, plus send Screenshots back cleanup Extract all command names Move remote handler into own file hook mouse . non-working protobuf commit switch to capnproto Send image with capnp Send reward Multi keypress in the client support all possible keys Add environment.yml Commit unmodified eluther gym env Fail to close the inventory Minetester define action and obs space Gymnasium basic work gym env check bounds switch dummy client to pygame More work on gym client more progress First working gym client Rm old client Combine isRemote() and isRandom() Make client port configurable fix camera mode and sneak . fix remote cli flag vscode Add basic reward mod Parse reward from HUD in C++ . Cmake changes to get Linux building README: add linux packages for capnp minor linux changes save png HACK . Linux CI deps tri again tri again gitmodules submodules submodules . First draft env start xvfb more headless fix screenshot startup issue add handshaker for debugging create a new world when starting a game Now `minetest --gameid <foo> --go` should work. Previously it would fail because a world was not specified, and the default one did not exist. Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9 Improve Irrlicht instructions (minetest#14055) Specify the version when cloning. Move instructions from CMakeLists to docs/compiling/. Check if liquid can flow into empty node before picking it as source (minetest#14057) Fix unittest failure for release versions (minetest#14067) GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010) To not instantly free GUIFormSpec upon close/quit, Game periodically cleans up the remaining instance on the next frame. When a new formspec is received and processed after closing the previous formspec but before the cleanup in Game, the formspec would be closed regardless. This now re-creates the formspec when the old one is already pending for removal. Add sound volume when unfocused setting (minetest#14083) This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused). If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused. Avoid movement jitter (minetest#13093) This allows the client and server to agree on the position of objects and attached players even when there is lag. Try to fix safeWriteToFile producing empty files on Windows (minetest#14085) Use win32 APIs to write the temporary file before copying to the final destination. Because we've observed the final file being empty, we suspect that std::ostream::flush is not flushing. Also add a test for it. Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929) Warning: inform about entity name when bug detected about attachement (minetest#13354) Clean up porting.h a bit Improve clock_gettime usage - correctly use value of _POSIX_MONOTONIC_CLOCK - drop special path for macOS: it supports clock_gettime since macOS 10.12 Reduce test framework macrosity Delete clang-format files and comments (minetest#14079) Fix Windows architecture reporting in sysinfo Upload artifacts in MinGW CI Get rid of VERSION_EXTRA for buildbot This is probably a leftover of when CMake didn't automatically detect the revision from git. Hash-check buildbot dependencies Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072) Remove usage of removed "PP" macro This fixes a compilation error introduced by e7be135. Allow running individual benchmarks mirrors and reuses the option from 2f6a9d1 Try to benchmark common MapBlock usage Allocate data seperately from MapBlock class again This effectively reverts commit b3503e7. Change MapBlock content cache to a vector Get rid of parent pointer in MapBlock Elide MapBlock::contents_cached Reduce size of some MapBlock members Also adds assertions to catch refcounting errors (on a debug build). Reorder members of MapBlock for performance Before and after as obtained via `pahole -C MapBlock bin/minetest`: /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 4, sum holes: 7 */ vs. /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 2, sum holes: 7 */ There is not much to be gained by packing but I made sure to move the most important data (mainly for the client) into the first cache line. Update porting.h to fix build errors on macOS 14 / Xcode 15 Allow cheaper culling checks at a distance (minetest#14073) * Allow cheaper culling checks at a distance * Pick a random ray, so that far missing block will eventually be shown Extract Game::drawScene from Game::updateFrame Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092) MinGW toolchain refresh Add dithering (minetest#9014) Android: Pause rendering while the app is paused (minetest#14058) Hand roll UTF-16 conversion in CGUITTFont (minetest#14121) Extend bone override capabilities (minetest#12388) Fix touch input on Linux The code relied on touch IDs being consecutive. This is true on Android, but not on Linux. Therefore, touch input on Linux was broken since 53886dc. Enable segment heap on Windows Fix TouchScreenGUI ignoring server-sent pitch changes Manually configurable minimum protocol version (minetest#14054) Partially address minetest#13483. Server operators can set a minimum protocol version to match the game requirements (or any other restriction they may want), and it's applied as an additional constraint on top of the baseline compatibility range, optional strict_protocol_version_checking, and any kick-on-join used by the game/mods. Fix on_(grant|revoke) not being run by mods Split windows from linux CI workflows Fix set_bone_position regression (error on passing none) Initial implementation of 'Godrays' Make volumetric light effect strength server controllable - Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom Touchscreen: Make server-sent overrides of button textures work (minetest#14145) Support specifying game in config In minetest.conf: ``` game_dir = /path/to/game ``` Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3 Link with -latomic Rework server stepping and dtime calculation Address some clang-tidy warnings Update clang-tidy workflow Fix minor issue with log_deprecated() Remove non-existent textures from texture_packs.md These textures were removed 5 years ago by 326eeca. Make the loading screen progress bar respect "gui_scaling" MacOS: Add codesigning instructions to docs (minetest#14060) Optimize and improve built-in PNG writer (minetest#14020) Update CMakeLists.txt to fix MacOS build (minetest#14160) Co-authored-by: sfan5 <sfan5@live.de> Support both mouse and touch input in GUIs in a single binary (minetest#14146) Avoid short overflow with large viewing ranges (minetest#14175) Rename `hud_elem_type` to `type` (minetest#14065) Fix AsyncRunStep() skipping steps when dtime < 1 ms Clean up OS-specific initialization Clean up gettext initialization Enable some runtime hardening on win32 Perform server occlusion check before a block is loaded or generated (minetest#14148) Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152) The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them. Extend sanity checks in ActiveBlockList::update also fixes the space indentation Add missing header for gcc-14 https://gcc.gnu.org/gcc-14/porting_to.html Signed-off-by: Alfred Wingate <parona@protonmail.com> Method add_pos for object/player (minetest#14126) Comply with base64 license terms (minetest#14199) Remove reference to defunct gitlab docker image see minetest#14164 Fix tonemapping effect Apply saturation even if tonemapping is disabled Legible Lua profiler (minetest#14142) Replace clientmap's MeshBufListList with a hashmap Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195) Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206) Remove server's address and port from pause menu (minetest#14082) Touchscreen: Recognize double-taps as double-clicks (minetest#14187) Fix GameUI text staying visible during shutdown. (minetest#14197) Don't run CDB update_detector more than once (minetest#14214) Remove controls listed in the pause menu (no touchscreen) (minetest#13282) Add "--needed" to Arch command to avoid reinstalling packages Fix logic in porting::attachOrCreateConsole() No functional change but now the comment is actually correct. Add unittest to check thread_local destructor brokenness Avoid unused argument spam with MinGW-clang Fix native thread handle usage on win32 Fix some console window behavior on Windows Ensure deterministic client occlusion culling and minor improvements (minetest#14212) * Ensure deterministic client occlusion culling * Increase culling optimize distance slightly * More accurate culling when sampling Android: Add selection dialog (drop down/combo box) (minetest#13814) - The handling of IGUIComboBox uses the new setAndSendSelected() method. - getDialogState() is now getInputDialogState() and returns the state of the input dialog. - getLastDialogType() is added and returns current/last shown dialog's type. - getInputDialogState() now returns an enum instead of int. - getAndroidUIInput() now returns void instead of bool. - New data types (enum) are added: (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++) (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++) - When showing a text input dialog, there is no custom accept button text any more. - showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage(). Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com> Extend capabilities of Address class Some minor cleanups for UDPSocket class Rework client connecting and enable fallback address use Fix dividing by zero crashes in texture modifiers slimmer gitignore Bit of cleanup ruff First ZMQ Req returns image . add a basic env test Document env setup ci ci ci ci . ci ci ci ci ci make build a bit faster maybe ci ci ci ci pytest pytest again add channels pytest forgot to setup env cleanup minetest env pytest timeout & logging . doc . pytest Rm wrong comment & stdout printing ci ci Better macos instructions rm android and windows ci rm docker ci try fix macos ci try fix clang tidy ci macos submodules macos submodules macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 Add test world macos submodules 11 macos build again move reward mod move world . no mdofi
Add ZMQ Worlds shittiest minetest interface CI MacOS install zmq Handshakes, plus send Screenshots back cleanup Extract all command names Move remote handler into own file hook mouse . non-working protobuf commit switch to capnproto Send image with capnp Send reward Multi keypress in the client support all possible keys Add environment.yml Commit unmodified eluther gym env Fail to close the inventory Minetester define action and obs space Gymnasium basic work gym env check bounds switch dummy client to pygame More work on gym client more progress First working gym client Rm old client Combine isRemote() and isRandom() Make client port configurable fix camera mode and sneak . fix remote cli flag vscode Add basic reward mod Parse reward from HUD in C++ . Cmake changes to get Linux building README: add linux packages for capnp minor linux changes save png HACK . Linux CI deps tri again tri again gitmodules submodules submodules . First draft env start xvfb more headless fix screenshot startup issue add handshaker for debugging create a new world when starting a game Now `minetest --gameid <foo> --go` should work. Previously it would fail because a world was not specified, and the default one did not exist. Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9 Improve Irrlicht instructions (minetest#14055) Specify the version when cloning. Move instructions from CMakeLists to docs/compiling/. Check if liquid can flow into empty node before picking it as source (minetest#14057) Fix unittest failure for release versions (minetest#14067) GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010) To not instantly free GUIFormSpec upon close/quit, Game periodically cleans up the remaining instance on the next frame. When a new formspec is received and processed after closing the previous formspec but before the cleanup in Game, the formspec would be closed regardless. This now re-creates the formspec when the old one is already pending for removal. Add sound volume when unfocused setting (minetest#14083) This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused). If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused. Avoid movement jitter (minetest#13093) This allows the client and server to agree on the position of objects and attached players even when there is lag. Try to fix safeWriteToFile producing empty files on Windows (minetest#14085) Use win32 APIs to write the temporary file before copying to the final destination. Because we've observed the final file being empty, we suspect that std::ostream::flush is not flushing. Also add a test for it. Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929) Warning: inform about entity name when bug detected about attachement (minetest#13354) Clean up porting.h a bit Improve clock_gettime usage - correctly use value of _POSIX_MONOTONIC_CLOCK - drop special path for macOS: it supports clock_gettime since macOS 10.12 Reduce test framework macrosity Delete clang-format files and comments (minetest#14079) Fix Windows architecture reporting in sysinfo Upload artifacts in MinGW CI Get rid of VERSION_EXTRA for buildbot This is probably a leftover of when CMake didn't automatically detect the revision from git. Hash-check buildbot dependencies Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072) Remove usage of removed "PP" macro This fixes a compilation error introduced by e7be135. Allow running individual benchmarks mirrors and reuses the option from 2f6a9d1 Try to benchmark common MapBlock usage Allocate data seperately from MapBlock class again This effectively reverts commit b3503e7. Change MapBlock content cache to a vector Get rid of parent pointer in MapBlock Elide MapBlock::contents_cached Reduce size of some MapBlock members Also adds assertions to catch refcounting errors (on a debug build). Reorder members of MapBlock for performance Before and after as obtained via `pahole -C MapBlock bin/minetest`: /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 4, sum holes: 7 */ vs. /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 2, sum holes: 7 */ There is not much to be gained by packing but I made sure to move the most important data (mainly for the client) into the first cache line. Update porting.h to fix build errors on macOS 14 / Xcode 15 Allow cheaper culling checks at a distance (minetest#14073) * Allow cheaper culling checks at a distance * Pick a random ray, so that far missing block will eventually be shown Extract Game::drawScene from Game::updateFrame Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092) MinGW toolchain refresh Add dithering (minetest#9014) Android: Pause rendering while the app is paused (minetest#14058) Hand roll UTF-16 conversion in CGUITTFont (minetest#14121) Extend bone override capabilities (minetest#12388) Fix touch input on Linux The code relied on touch IDs being consecutive. This is true on Android, but not on Linux. Therefore, touch input on Linux was broken since 53886dc. Enable segment heap on Windows Fix TouchScreenGUI ignoring server-sent pitch changes Manually configurable minimum protocol version (minetest#14054) Partially address minetest#13483. Server operators can set a minimum protocol version to match the game requirements (or any other restriction they may want), and it's applied as an additional constraint on top of the baseline compatibility range, optional strict_protocol_version_checking, and any kick-on-join used by the game/mods. Fix on_(grant|revoke) not being run by mods Split windows from linux CI workflows Fix set_bone_position regression (error on passing none) Initial implementation of 'Godrays' Make volumetric light effect strength server controllable - Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom Touchscreen: Make server-sent overrides of button textures work (minetest#14145) Support specifying game in config In minetest.conf: ``` game_dir = /path/to/game ``` Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3 Link with -latomic Rework server stepping and dtime calculation Address some clang-tidy warnings Update clang-tidy workflow Fix minor issue with log_deprecated() Remove non-existent textures from texture_packs.md These textures were removed 5 years ago by 326eeca. Make the loading screen progress bar respect "gui_scaling" MacOS: Add codesigning instructions to docs (minetest#14060) Optimize and improve built-in PNG writer (minetest#14020) Update CMakeLists.txt to fix MacOS build (minetest#14160) Co-authored-by: sfan5 <sfan5@live.de> Support both mouse and touch input in GUIs in a single binary (minetest#14146) Avoid short overflow with large viewing ranges (minetest#14175) Rename `hud_elem_type` to `type` (minetest#14065) Fix AsyncRunStep() skipping steps when dtime < 1 ms Clean up OS-specific initialization Clean up gettext initialization Enable some runtime hardening on win32 Perform server occlusion check before a block is loaded or generated (minetest#14148) Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152) The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them. Extend sanity checks in ActiveBlockList::update also fixes the space indentation Add missing header for gcc-14 https://gcc.gnu.org/gcc-14/porting_to.html Signed-off-by: Alfred Wingate <parona@protonmail.com> Method add_pos for object/player (minetest#14126) Comply with base64 license terms (minetest#14199) Remove reference to defunct gitlab docker image see minetest#14164 Fix tonemapping effect Apply saturation even if tonemapping is disabled Legible Lua profiler (minetest#14142) Replace clientmap's MeshBufListList with a hashmap Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195) Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206) Remove server's address and port from pause menu (minetest#14082) Touchscreen: Recognize double-taps as double-clicks (minetest#14187) Fix GameUI text staying visible during shutdown. (minetest#14197) Don't run CDB update_detector more than once (minetest#14214) Remove controls listed in the pause menu (no touchscreen) (minetest#13282) Add "--needed" to Arch command to avoid reinstalling packages Fix logic in porting::attachOrCreateConsole() No functional change but now the comment is actually correct. Add unittest to check thread_local destructor brokenness Avoid unused argument spam with MinGW-clang Fix native thread handle usage on win32 Fix some console window behavior on Windows Ensure deterministic client occlusion culling and minor improvements (minetest#14212) * Ensure deterministic client occlusion culling * Increase culling optimize distance slightly * More accurate culling when sampling Android: Add selection dialog (drop down/combo box) (minetest#13814) - The handling of IGUIComboBox uses the new setAndSendSelected() method. - getDialogState() is now getInputDialogState() and returns the state of the input dialog. - getLastDialogType() is added and returns current/last shown dialog's type. - getInputDialogState() now returns an enum instead of int. - getAndroidUIInput() now returns void instead of bool. - New data types (enum) are added: (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++) (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++) - When showing a text input dialog, there is no custom accept button text any more. - showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage(). Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com> Extend capabilities of Address class Some minor cleanups for UDPSocket class Rework client connecting and enable fallback address use Fix dividing by zero crashes in texture modifiers slimmer gitignore Bit of cleanup ruff First ZMQ Req returns image . add a basic env test Document env setup ci ci ci ci . ci ci ci ci ci make build a bit faster maybe ci ci ci ci pytest pytest again add channels pytest forgot to setup env cleanup minetest env pytest timeout & logging . doc . pytest Rm wrong comment & stdout printing ci ci Better macos instructions rm android and windows ci rm docker ci try fix macos ci try fix clang tidy ci macos submodules macos submodules macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 Add test world macos submodules 11 macos build again move reward mod move world . no mdofi
Goal:
Add dithering to reduce banding artifacts
How does it work:
Dithering is disabled by default and can be enabled with a setting.
It is applied in the second-stage shader and uses the algorithm supplied by Calinou.
I don't think there's an issue about this.
On some displays, banding is easily noticeable in Minetest.
Dithering before the quantisation to 8 bits can prevent banding artifacts
and an implementation requires only a few lines of code.
How to test
It may be difficult to see banding on some screens because 8x8x8 bit colours are already a lot possible values.
Disabled dithering (current behaviour):
Edited with GIMP to show the bands:
Enabled dithering:
Edited with GIMP to show the dithering pattern:
Please look at the pictures in 1:1 scaling or upscaled by an integer factor without interpolation, and ideally with a black background instead of the white Github page background.