Hi, Jay Cox <jaycox@xxxxxxxx> 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