Hi,

Jay Cox <[EMAIL PROTECTED]> writes:

>   The dither code is way too complex.  It looks like it should boil
> down to: color.{r,g,b,a} += g_rand_int()/RAND_MAX.
>
>   We shouldn't need 32 bits of random data per component.  8 bits
> should do, so we only need one call to g_rand_int per pixel.

Good point. This made a lot of a difference. The dithered case is now
only about 10% slower than the non-dithered one :)


Sven
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