Unreadable dimensions

Discussion in 'SolidWorks' started by Wooding, Feb 8, 2005.

  1. Wooding

    Wooding Guest

    SW2005 SP0, W2K+SP4, ATI Radeon 8500(R200).
    I'm completely new to SW and have just started to work through the
    tutorials. Everything seems to be OK except that dimensions are almost
    totally unreadable. They look about the correct size, but are very faint
    and appear to be broken up as if pixels are missing. If you know what
    they are its _almost_ possible to read them, but not quite. Everything
    else is nice and clear, just like the examples, but the dimensions are
    useless. Any idea what the problem is, or how to fix it? - changing the
    graphics card is not really an option.
     
    Wooding, Feb 8, 2005
    #1
  2. Unfortunately, we have seen the same thing here when we tried using Radeon
    cards. They work ok for a lot of the stuff, but then flake out here and
    there. You might try turning on Software OpenGL just to see if it helps.
    To do that, open SW with no documents open. Go to Tools/Options/Performance
    and check the box.

    WT
     
    Wayne Tiffany, Feb 8, 2005
    #2
  3. Wooding

    MM Guest

    Wooding

    Lose the Radeon card. Even a cheap PNY FX500 would be a massive improvement.


    Mark
     
    MM, Feb 8, 2005
    #3
  4. Wooding

    Wooding Guest

    Thanks Wayne,
    That did the trick - with no apparent performance hit, so far.
     
    Wooding, Feb 8, 2005
    #4

  5. Once you start getting into more complex work, you should start to see a big
    performance hit. Running Software OpenGL means that your CPU is doing a
    bunch of work that your card normally does.

    You might also check out performance in different modes, say in wireframe or
    with edges shown in shaded.

    I think you will eventually find that changing the video card is not the
    worst of all possible options.

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Feb 8, 2005
    #5
  6. Wooding

    Wooding Guest

    The list of OpenGL features apparently supported by the card is shown
    below. Do you know which ones are missing or not working properly?

    OpenGL Features:
    GL_ARB_multitexture Supported
    GL_ARB_texture_border_clamp Supported
    GL_ARB_texture_compression Supported
    GL_ARB_texture_cube_map Supported
    GL_ARB_texture_env_add Supported
    GL_ARB_texture_env_combine Supported
    GL_ARB_texture_env_crossbar Supported
    GL_ARB_texture_env_dot3 Supported
    GL_ARB_transpose_matrix Supported
    GL_ARB_vertex_blend Supported
    GL_ARB_window_pos Supported
    GL_S3_s3tc Supported
    GL_ATI_element_array Supported
    GL_ATI_envmap_bumpmap Supported
    GL_ATI_fragment_shader Supported
    GL_ATI_map_object_buffer Supported
    GL_ATI_pn_triangles Supported
    GL_ATI_texture_mirror_once Supported
    GL_ATI_vertex_array_object Supported
    GL_ATI_vertex_streams Supported
    GL_ATIX_texture_env_combine3 Supported
    GL_ATIX_texture_env_route Supported
    GL_ATIX_vertex_shader_output_point_size Supported
    GL_EXT_abgr Supported
    GL_EXT_bgra Supported
    GL_EXT_blend_color Supported
    GL_EXT_blend_func_separate Supported
    GL_EXT_blend_minmax Supported
    GL_EXT_blend_subtract Supported
    GL_EXT_clip_volume_hint Supported
    GL_EXT_compiled_vertex_array Supported
    GL_EXT_draw_range_elements Supported
    GL_EXT_fog_coord Supported
    GL_EXT_packed_pixels Supported
    GL_EXT_point_parameters Supported
    GL_ARB_point_parameters Supported
    GL_EXT_rescale_normal Supported
    GL_EXT_secondary_color Supported
    GL_EXT_separate_specular_color Supported
    GL_EXT_stencil_wrap Supported
    GL_EXT_texgen_reflection Supported
    GL_EXT_texture_env_add Supported
    GL_EXT_texture3D Supported
    GL_EXT_texture_compression_s3tc Supported
    GL_EXT_texture_cube_map Supported
    GL_EXT_texture_edge_clamp Supported
    GL_EXT_texture_env_combine Supported
    GL_EXT_texture_env_dot3 Supported
    GL_EXT_texture_lod_bias Supported
    GL_EXT_texture_filter_anisotropic Supported
    GL_EXT_texture_object Supported
    GL_EXT_vertex_array Supported
    GL_EXT_vertex_shader Supported
    GL_KTX_buffer_region Supported
    GL_NV_texgen_reflection Supported
    GL_NV_blend_square Supported
    GL_SGI_texture_edge_clamp Supported
    GL_SGIS_texture_border_clamp Supported
    GL_SGIS_texture_lod Supported
    GL_SGIS_generate_mipmap Supported
    GL_SGIS_multitexture Supported
    GL_WIN_swap_hint Supported
    WGL_EXT_extensions_string Supported
    WGL_EXT_swap_control Supported
     
    Wooding, Feb 9, 2005
    #6
  7. Wooding

    MM Guest

    Gary,

    It's not so much "what" OpenGL features are supported. It's "how" they are
    implemented with repect to their intended purpose. OpenGL is a very feature
    rich environment, and is used in CAD and games, but very differently. Both
    the Radeon and Geforce are optimized for games. They use a segmented back
    buffer for fast texture fill rate, with a low polygon count. The requirments
    of CAD are exactly the opposite. Of the two, the Geforce is a better choice
    for SW. Both can be hacked into their CAD equivalents (Quadro, FireGL), but
    a real one is a better choice.

    Regards

    Mark
     
    MM, Feb 9, 2005
    #7
Ask a Question

Want to reply to this thread or ask your own question?

You'll need to choose a username for the site, which only take a couple of moments (here). After that, you can post your question and our members will help you out.