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886 Chapter 22: Customizing the User Interface
choosingViews>RedrawAllViews(thedefault
keyboard shortcut for this is the ‘ [accent grave]
key).
Use BG R A Pi xel Forma t—When on, sends bitmaps
using BGRA (blue-green-red-a lpha) ordering for
pixels. This is the default order for Windows.
By default, OpenGL expects RGBA ordering.
Because of this, under default conditions, loading
textures or backgrounds requires the pixels to be
reordered. OpenGL supports an extension that
allows it to receive pixels in BGRA order. This
means that bitmaps can be displayed directly,
without reordering each pixel. Thus, assuming
the OpenGL driver has efficient hardware support
for BGR A pixels, turning on this option makes
loading textures and background images much
faster. Default=on.
Use G enera lized Ver tex Ar ra ys—When on,
enables 3ds Max to use custom driver code to
render smoothly shaded objects. Typically this
is much faster than using standard OpenGL
code, but has an effect only when the driver has
hardware-specific custom code. Default=on.
Use Wir efr ame Faces—When on, ma kes wireframe
display accessible to hardware acceleration.
Default=on.
This option is intended to allow display-card
manufacturerstoaccelerate3dsMaxwireframe
displays in a way that is specific to the underly ing
display hardware. Check with your display-card
manufacturer to see if enabling th is option will
yield faster wireframe rendering with your display
card.
Appearance Preferences group
Enable Anti-Aliased Lines in Wireframe
Views—
Draws lines slightly thicker and much
smoother. This is best used for wireframe-only
views, and especially if you’re ma king a preview of
wireframe objects.
Background Texture Size—Unlike the Software
Display driver, w hich uses bitmaps to display
viewport backgrou nds directly, the OpenGL driver
uses a texture-mapped background rectangle.
Thisallowsforsmootherzoomsandpansin
orthographic views and can t a ke less memory than
the direct bitmap met hod. However, background
bitmap resolution may be lost. Increase the
resolution if you ’re using a maximized viewport
to digitize.
Download Tex ture Size—Lets you choose the size of
the texture map that’s downloaded to the driver
for texture-mapped scene objects. Larger maps
lookbetter,butusemoredisplaycardmemory.
Note: When Match Bitmap Size As Closely as
Possibleison,thesebuttonsareoverridden,
however they are still available. The value is still
used when procedural textures are converted to
bitmaps for viewport texture display.
Match B itmap Size as Closely as Possible—To a l l ow
the viewp ort to show actual texture resolutions,
bitmaps are individually resized before they are
downloaded to the driver. This means that small
bitmaps don’t get overexpanded and large bitmaps
retain their resolution (but potent ia l ly use a lot
more video RAM).
Note: Bitmaps can be no larger than 4000 x 4000
pixels (or they w ill be scaled down to this size) and
no smaller than 32 x 32 (or they wi l l b e sca led up
to this size). Default=off.
Texel Look up—Specifies whether to use the nearest
pixel (page 3–1089)
or to linearly interpolate
thepixelvaluefromthefourclosest
texels (page
3–1115)
. Using the nearest pixel is faster, but
using texels produces a higher-quality display.
Default=Nearest.
Mi pMa p Lookup—Specifies whether to use one
version of the texture map (None) or to interpolate
between a pyramid of pro gressively smaller maps.
With Nearest chosen, the texel lookup is done