"Use maximum texture size" option and exporting
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When I last used it (with version 6), a Photo matched screen would be exported with high resolution, in opposotion to Watermarks that were resized.
Anssi
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You used it for the background then, didn't you, Anssi?
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@gaieus said:
You used it for the background then, didn't you, Anssi?
Yes, I had a moderately high-resolution aerial photo as a photomatch background,
Anssi
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Hello,
Unfortunately, the behavior you are describing, Ezdmanx, is a known limitation of textures/images on the PC. Ansii, background photos, as you noticed, are processed differently, so this limitation does not apply to them.
For SU7, on the PC, the "Use Maximum texture size" option affects only the display of textures/images on the screen. On the Mac, however, the option affects both the display as well as export/printing. My understanding of the PC limitation is that Microsoft's OpenGL version does not support larger textures and we need to use their limited renderer for printing/exporting as many PC graphics cards don't support off-screen rendering, or don't support it robustly.
I did check our Help documents and I don't think this is very well documented. I'll request that the documents be updated. Coming up with a solution to this OS related issue is also a feature request that we hope to address in the future.
Sorry I don't have better news at this point...
Best regards,
Tricia
Google QA -
Thanks for explaining that tricia, always good to hear it from the horses mouth, as it were.
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So now you are calling Tricia a horse...
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Tut tut gai. I considered that but thought youd be mature enough to not pick up on it shakes head in a disapproving manner
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Never mind - she'll love it!
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Easy now. (pulling in on the reigns)
Thanks for the laugh!
Tricia
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Any new developments with this? I saw that there was a new Pro 7 release last week but was disappointed to see that this issue was not addressed. I use large textures as base plans all the time and the biggest complaint I get is that they look "muddy" and the quality is too pixilated. Is there no quick fix for this problem with OpenGL?
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As Tricia mentioned earlier, it's a limitation in the OpenGL implementation under Windows. So a fix for this would rely on Microsoft...
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