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Quantization error/layering of gradient and dx9


#1

hey,

there is node in dx11 - noise dithering, which should improve “quantization error”, is there a way how to improve this error in dx9, thus have nice smooth gradient without “layers”

i am using quad with png texture, white gradient to RGB=1,A=0

or should i just go dx11?

(to be honest i dont want just solution, but also understand why is this happening)


#2

color banding


#3

that tfx should be easily portable to dx9, but to get it working you need to process all your rendering in floating point texture format, like “A16B16G16R16F”


#4

ok texture format on dx9texture solved the problem, thanks people!