An interactive, in-browser playground for image dithering and color quantization algorithms. Demo at app.dithermark.com.
Standalone desktop builds can be found on the releases page..
- FAQ for using this project can be found at dithermark.com/faq
- Documentation for building and local development can be found in
docs/building.md
- Guides for other common tasks, such as: creating a release build, setting up random images with Unsplash, and increasing the color count for color dithers can be found in the
docs
folder
- During WebGL dithering the image is stored in a single texture. This means that if the size of the image is greater than the browser WebGL context parameter
MAX_TEXTURE_SIZE
, only the lower left corner of the image will be dithered.
Dithermark is released under the MIT License. See license.txt for more details.