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Old 11 January 2020, 02:59   #1
rsn8887
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Why is dithering fast on Amiga

I just saw this video of Thunderstrike, one of my favorite Amiga games back then.

[ Show youtube player ]

Like many other 3d games, it uses dithering. Why was dithering fast on Amiga? It seems like a shader effect from modern days. But Amiga had no shaders.
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Old 11 January 2020, 09:09   #2
saimon69
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I think is a copperfill, and usually no more than overall 8 colors for polygons but might be wrong
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Old 11 January 2020, 18:02   #3
hooverphonique
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Originally Posted by rsn8887 View Post
Like many other 3d games, it uses dithering. Why was dithering fast on Amiga? It seems like a shader effect from modern days. But Amiga had no shaders.
Because the dithering can be had more or less for free as part of the vector fill/copy process. The dither pattern is just a static image in memory and used when filling/copying.
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Old 11 January 2020, 22:48   #4
AmigaHope
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Because the dithering can be had more or less for free as part of the vector fill/copy process. The dither pattern is just a static image in memory and used when filling/copying.
Yup. It can be used for crude texture effects too (check out Armour Geddon II's sand dunes).

Early-CGI anime Count of Monte Cristo uses a similar flat mapping but with more complex designs and it looks bizarre. xD
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Old 11 January 2020, 23:28   #5
hooverphonique
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Yup. It can be used for crude texture effects too (check out Armour Geddon II's sand dunes).
Yes. I think that's referred to as 'stencil vector' in demoscene jargon.
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Old 11 January 2020, 23:55   #6
DanScott
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Dithering is probably a little slower than just solid shading due to the small amount of extra calculation that is required for the "mask"... however it can be used to give the impression of more colours
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