#!@#$% rendering colors
2 messages in this thread
Carl –
What you are seeing is a bug in 3DS when switching between display/rendering
screens when starting the second frame.
Due to the way that our driver works, we maintain complete independent contexts
between the display and rendering screens, thus we are able to handle the
asychronous calls between the display and rendering drivers.
Don't blame the Yost guys for this one. From what I understand, the product
was designed for dual screen (the only way to go) and they were "required" to
make single screen work. But once you use dual screen once, you will NEVER
want to go back to single screen.
Our tech support 3DS guru had never actually seen this one since he never runs
the built in 3DS for multiple renderings. Learn something new every day…
Jack Bayt
>> …dual screen (the only way to go)… use dual screen once, you will NEVER
want to go back to single screen. <<
I'm sold! But, uh, how do we convince my CFO? She's a somewhat harder sell.
'Smatter of fact, when she sees my initial CIS bill, due shortly on our Visa
statement, I'll probably end up sleeping on the couch!
But you may (or may not) be pleased to know that low-Power users, such as
myself, can provide you developers with a good and valuable service. On my
Phlegmatic Systems 386, I get to see LOTS of things that only flash by the view
of faster 486ers.
F'rinstance, did you know that 3DS, in performing a subsequent rendering,
initially displays render-panel info left over from the _previous_ rendering?
I thought not! What to me is an anxiety provoking glimpse of a panel full of
wrong info ("Eek, I thought I just _changed_ that damn resolution!"), is
probably an unreadable and harmless flash to users of faster machines. <g>