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Source Link:-google.com.pkDepending on the speed of your computer, the complexity of your scene, and the type of work you are currently doing, you can switch between several drawing modes:
Textured
Displays UV image textured models with OpenGL lighting. Neither procedural textures or non UV-mapped textures will be shown.
Shaded
Approximates all textures and lighting at each vertex, and blends from one to the next. Much less accurate than using the render engine to check textures, but much faster. Note that if you have no lighting in your scene, everything will remain black.
Solid
This is the default drawing mode where surfaces are drawn as solid colors, with built-in OpenGL lighting. This draw mode is not dependent on scene light sources and can be configured in the Solid OpenGL lights group of controls from the System & OpenGL tab of the User Preferences window.
Read more about System Configuration »
Wireframe
Objects only consist of lines that make their shapes recognizable (e.g. the edges of meshes or surfaces…).
Bounding Box
Objects aren’t drawn at all. Instead, this mode shows only the rectangular boxes that correspond to each object’s size and shape.
You can switch between these draw modes by:
Using the Draw type drop-down list in the 3D views’ header (see A 3D view’s draw mode button).
Pressing D to pop-up the Draw mode menu.
Using the Z-based shortcuts as detailed below:
Draw modes and Z-based shortcuts. Z Switches between Wireframe and Solid draw modes.
⇧ ShiftZ Switches between Wireframe and Shaded draw modes.
AltZ Switches between Solid and Textured draw modes.
⇧ ShiftAltZ Switches to the Textured draw mode.
In addition to the header controls described above, the View Properties panel lets you set other settings regarding the 3D view. You show it with the View » View Properties... menu entry. Lens
Control the focal length of the 3d view camera in millimeters, unlike a rendering camera
Lock to Object
By entering the name of an object in the Object field, you lock your view to this object, i.e. it will always be at the center of the view (the only exception is the active camera view, 0 NumPad).
If the locked object is an armature, you can further center the view on one of its bones by entering its name in the Bone field.
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