Forum: Poser - OFFICIAL


Subject: Q: Why is OpenGL better for preview in Poser than the current one?

ynsaen opened this issue on Jun 15, 2004 ยท 44 posts


ynsaen posted Wed, 16 June 2004 at 6:02 PM

So it is strictly for the preview speed in turning, and the changes in transparency. And you are willing to give up (possibly) your various alternative shading modes? Although they are not used properly (or at all) by many folks, they can make a huge difference in usability. Not everyone operates in wireframe (not a dig -- I usually work in a combination myself, with terrains in cartoon with line, plants and buildings in outline, figures in flat shaded, and then the thing I'm working with that moment in Textured). Randym77 -- We're not talking about the final render -- we're talking about what you see in the screen as you are working. Rendering engines themselves pretty much fall into the really expensive ones that are hardware specific (meaning, you have to have this card for it to work properly) and then software engines. Software engines are the entirely based in CPU, and some of them produce results which will cause your eyes to pop out but take four hours to render a 91 pixel thumbnail. Game engines (hardware based) are not capable of producing the quality of images produced by software engines. They are getting there, but it's still not quite close. This is why the movies are rendered using software engines. hmm. Now, as for complications of mesh, the Poser implementation of the Sree3D seems to me to be severly hampered -- Bryce can handle considerably more complex objects and a great many more of them without slowing down -- since licensing of that engine is already in CL's hands, perhaps a shift towards the freedom that provides would be more in order? IE -- if the poser preview operated with the same speed as the Bryce preview?

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)