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openGL texture looks different to Final Quality


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I am just developing a basic model of a house.

I have created a texture whiich is basically "grid colour" with grey and black.

As you can see in openGL from some angles the vertical lines are doubled up, but in final quality rendreworks it appears fine. I have checked that there are no "double" objects which may cause this.

Can anyone help?

Edited by CS1
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OpenGL is a quick and dirty (although some will argue with this) render API optimised for use with hardware acceleration. It was developed by SGI and used extensively on their hardware. Because of this, it became a defacto standard and it is commonly implemented, largly in hardware, within 3D graphics cards. The model is generally loaded within the video card and once done, it can be transformed very quickly within the video card itself - so its great for preview of motion etc. Quality and speed of output is down to the hardware implementation (ie graphics card capabilities) rather than the controlling application.

The final quality render modes are software implementations and generally makes little or no use of the video card other than display. They take longer to produce and are not optimised to be hardware based and hence speed of render is influenced more by CPU speed rather than video card.

So the difference you are seeing are because the algorithms are producing their results in different ways, using different levels of precision to meet a completely different set of objectives: OpenGL - fast hardware based rendering, Renderworks - accurate, timetimes photo realistic, highly user configurable.

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