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| + | ** [[rhino: | ||
| + | |||
| + | > **Important: | ||
| + | |||
| + | ---- | ||
| + | ==Question: | ||
| + | I am wondering how the _TestSetAALevel command is going to be integrated? | ||
| + | |||
| + | As it stands now we have to run the command every time we open Rhino or a | ||
| + | |||
| + | new file. | ||
| + | |||
| + | ==Answer:== | ||
| + | We all agree this needs to be in the UI somewhere...and although it might | ||
| + | |||
| + | seem logical, I'm not sure the display modes is the right place....Here' | ||
| + | |||
| + | why....Setting the anti-alias mode (really called multi-sample mode) | ||
| + | |||
| + | consumes a lot more video memory than one might think...thus, | ||
| + | |||
| + | inside the display modes, then every view using that mode will now also be | ||
| + | |||
| + | using more video memory, especially if you work in high resolutions with | ||
| + | |||
| + | maximized views. | ||
| + | |||
| + | By having it separated from the view mode, you can have | ||
| + | |||
| + | different AA settings per view, optimizing your video memory consumption, | ||
| + | |||
| + | (now, granted, you could setup custom display modes all using different AA | ||
| + | settings, but that might get to be a little much, especially when you want | ||
| + | |||
| + | to change/ | ||
| + | |||
| + | much AA you want, when you want it....There are several people who want max | ||
| + | |||
| + | AA settings, but when they maximize their view, they notice that the AA | ||
| + | |||
| + | level is degraded....that' | ||
| + | |||
| + | happens because they' | ||
| + | |||
| + | adjusting as best they can...if the other views weren' | ||
| + | |||
| + | AA, then this wouldn' | ||
| + | |||
| + | Our first thought was to put it in the display modes, but after thinking | ||
| + | |||
| + | about it for a bit, we're not sure that's " | ||
| + | |||
| + | end up there, I'm just trying to explain why it's not there now....and that | ||
| + | |||
| + | we're trying to figure out better ways to give you the best, most optimal | ||
| + | |||
| + | performance with this type of setting. | ||
| + | |||
| + | ---- | ||
| + | ==Problem: | ||
| + | When importing a background bitmap into Rhino for reference purposes, the | ||
| + | |||
| + | image is being distorted as though some intense antialiasing filter is being | ||
| + | |||
| + | applied. | ||
| + | |||
| + | We're lucky to be able to read blueprints at all, but when high quality | ||
| + | |||
| + | 2 bit scans are corrupted into unreadability, | ||
| + | |||
| + | may have in producing accurate loft line tracings. | ||
| + | |||
| + | I've tried " | ||
| + | |||
| + | even turned it on, turned it off, etc. | ||
| + | |||
| + | No luck. Same fuzzy garbage. | ||
| + | |||
| + | it in the help file. Is there something I'm missing, or is this part of | ||
| + | |||
| + | a glorious application gloriously goofed up? | ||
| + | |||
| + | ==Response: | ||
| + | Without your example I can only speculate... but let me try to clear some | ||
| + | |||
| + | things up here.... | ||
| + | |||
| + | It is incorrect to think that larger resolution images will provide more | ||
| + | |||
| + | detail in Rhino' | ||
| + | |||
| + | 1) Bitmaps must be a power of 2 in both width and height | ||
| + | |||
| + | 2) Textures have limitations on what their size can be, based on your | ||
| + | |||
| + | video card and driver. | ||
| + | |||
| + | Given those 2 things, here's what Rhino MUST do if either of these (or both) | ||
| + | |||
| + | are not satisfied: | ||
| + | |||
| + | 1) Rhino must resize the image (either upwards or downwards) so that the | ||
| + | |||
| + | width and height are both powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, | ||
| + | |||
| + | 1024, 2048, 4096, etc...). | ||
| + | |||
| + | 2) Rhino must resize the image (downwards) to a power of 2 if the current | ||
| + | |||
| + | image resolution is greater than that supported by the card/ | ||
| + | |||
| + | If this isn't done, then the image will not display at all. | ||
| + | |||
| + | So, if either of these are getting done to your blueprints (especially #2), | ||
| + | |||
| + | then Rhino is altering them internally, and in the process, it's causing | ||
| + | |||
| + | things to get " | ||
| + | |||
| + | the next, I'm not sure...but no matter what the answer or solution I do | ||
| + | |||
| + | here, there will be others who won't like it, and will prefer the way things | ||
| + | |||
| + | are now...I have yet been able to come up with something that everyone likes | ||
| + | |||
| + | in this area... | ||
| + | |||
| + | Having said that, I strongly recommend you try resizing your images manually | ||
| + | |||
| + | to match the criteria I've outlined above, so that Rhino won't touch them at | ||
| + | |||
| + | all...and theoretically, | ||
| + | |||
| + | expect them. Depending on your video card, I wouldn' | ||
| + | |||
| + | 2048x2048...most mid-range and higher cards support at least that...The next | ||
| + | |||
| + | beta will have this information in the [[rhino: | ||
| + | |||
| + | see what your card's limits are...but for now, try sizes less than or equal | ||
| + | |||
| + | to 2048 and see if things look any better. | ||
| + | |||
| + | Please remember, just because you load an image that is 1000000 x 1000000, | ||
| + | |||
| + | doesn' | ||
| + | |||
| + | stated above)...so you might feel that 2048 is too small to get the details | ||
| + | |||
| + | you want...but again, if 2048 is your card's limit, then that's what size is | ||
| + | |||
| + | actually getting used anyways. | ||
| + | |||
| + | ---- | ||
| + | ==ATI FireGL cards and Rhino (from Jeff)== | ||
| + | |||
| + | I have just recently discovered some issues with ATI's FireGL cards and | ||
| + | |||
| + | their latest drivers...I believe I have fixed the problems on Rhino' | ||
| + | |||
| + | but also, I've deteremined that the drivers need to have their own | ||
| + | |||
| + | configuration profile for Rhino... | ||
| + | |||
| + | Note - If you currently have a FireGL card and are not experiencing any | ||
| + | |||
| + | display problems/ | ||
| + | |||
| + | (ie. if ain't broke, don't fix it)...However, | ||
| + | display grief using a FireGL card then try the following: | ||
| + | |||
| + | 1) Go into ATI's advanced drivers settings | ||
| + | |||
| + | 2) Go to the [[{{: | ||
| + | |||
| + | o Select " | ||
| + | |||
| + | o UNCHECK the " | ||
| + | |||
| + | o CHECK the "Force copy swap" option | ||
| + | |||
| + | o Click OK to save it. | ||
| + | |||
| + | 3) Go into [[{{: | ||
| + | |||
| + | EXCEPT for "Do not use [[rhino: | ||
| + | |||
| + | NOT be checked. | ||
| + | |||
| + | Unfortunately, | ||
| + | |||
| + | automatically enabled when the program is run...so you have to manually | ||
| + | |||
| + | select it prior to launching Rhino. | ||
| + | |||
| + | Having done this, it seems to have cleared up ALL of the display artifacts | ||
| + | |||
| + | and window sizing issues, as well as allow me to use the " | ||
| + | |||
| + | TestSetAALevel. | ||
| + | |||
| + | Please try this and let me know if it helps (or makes things worse) on your | ||
| + | |||
| + | end....and again, I do NOT recommend doing any of this if you're not | ||
| + | |||
| + | experiencing any display grief. | ||
| + | |||
| + | ---- | ||
| + | ==Question: | ||
| + | |||
| + | Is there a limited number of windows you can have in OpenGL? | ||
| + | |||
| + | guess around 6? If I have 6 render-preview windows open, one will | ||
| + | |||
| + | usually start to have problems displaying..... | ||
| + | |||
| + | ...True? | ||
| + | ==Answer:== | ||
| + | True and False .... How's that for an answer... | ||
| + | |||
| + | The number of [[rhino: | ||
| + | |||
| + | memory available and how that memory is being used. For example: If you're | ||
| + | |||
| + | running in a very high resolution and your views are maximized, then each | ||
| + | |||
| + | [[rhino: | ||
| + | |||
| + | Let's say your monitor is in 1600x1280 and for simplicity let's say your | ||
| + | |||
| + | maximized viewport is the same size...Then you have the following: | ||
| + | |||
| + | 1) 1600x1280x4 = 8mb of memory needed for the frame buffer | ||
| + | |||
| + | 2) 1600x1280x4 = 8mb of memory needed for the back buffer | ||
| + | |||
| + | 3) 1600x1280x3or4 = 6-8 mb of memory needed for the depth buffer | ||
| + | |||
| + | So far, we're up to around 22-24mb of memory for just one viewport that's | ||
| + | |||
| + | not displaying anything. | ||
| + | |||
| + | And if you're using AA (or multi-sample) modes, this can double and/or even | ||
| + | |||
| + | triple that amount. | ||
| + | |||
| + | Now, if you've got quite a few textures mapped in your scene, and those | ||
| + | |||
| + | textures are also large, then those too will take from the video memory | ||
| + | |||
| + | pool. | ||
| + | |||
| + | Multiply this all by the number of viewports you've got and you can see how | ||
| + | |||
| + | fast you can run out of 128mb or even 256mb of video memory. | ||
| + | |||
| + | Granted, I'm using large resolutions here, but you get the picture... | ||
| + | |||
| + | ---- | ||
| + | ==Question: | ||
| + | In both V3 and V4 the wireframe display is set by default to Windows | ||
| + | |||
| + | (not [[rhino: | ||
| + | |||
| + | ==Answer:== | ||
| + | You'd be surprised at how many educational institutions use Rhino, | ||
| + | |||
| + | and do so on sub-standard equipment... | ||
| + | |||
| + | If Rhino doesn' | ||
| + | |||
| + | they won't use it... Forcing Windows Wireframes as the default almost | ||
| + | |||
| + | guarantees Rhino will work out of the box on any system... | ||
| + | |||
| + | confident that even the lowest end computers have sufficient [[rhino: | ||
| + | |||
| + | this is how it's going to remain. | ||
| + | |||
| + | I realize that Rhino could try to " | ||
| + | |||
| + | make the appropriate settings, and we probably will start trying to do that | ||
| + | |||
| + | in later SR' | ||
| + | |||
| + | ---- | ||
| + | |||