![]() ![]() In addition to that, after the application start-up, a low-resolution print bed texture is loaded to the GPU first, while the higher resolutions are compressed and sent to the CPU progressively as they are ready. The print bed texture is compressed with the Real-Time DXT1/DXT5 C compression library.If the detected RAM size is less than 6GB the texture size is reduced by another 1/2 factor.Otherwise, a lower resolution 4096x4096 print bed texture is rasterized. We only rasterize the print bed texture to a high resolution of 8192x8192 pixels if the graphics card supports OpenGL 3.0 and newer, or if there is a Retina display connected to a Mac.So I can create a single channel 16-bit texture infraredTexture new Texture2D (infraredFrame.Width, infraredFrame.Height, TextureFormat. In order to prevent graphics issues due to the excessively detailed print bed textures not fitting into the GPU memory, we implemented the following strategies to cope with the low GPU memory issues: The data I receive is an ushort (or any other type, which is larger than 8bit). Styling - Inline style (Internal CSS is NOT supported).Tick Use Artboards to make sure that the resulting size is correct.Next, create a new material by right clicking in your project window. Select the image once its in the project window and make sure that it is set to a Texture Type of Texture in your inspector. We suggest the following workflow to correctly export SVG texture from Adobe Illustrator: First import your image into your project by simply dropping it in your project window. The Nano SVG parser, which PrusaSlicer uses, does not support every feature of the SVG format. Exporting SVG textures from Adobe Illustrator The full path to the selected files is stored into "bed_custom_texture" and "bed_custom_model" Print profile variables. ![]()
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