■ Ramblings & Trivia ■

 

 

[Ramblings]

■ When the help and actual behavior differ, the help is wrong.

 

■ I think I've removed quite a few bugs, but you never know when it might bug out, so save frequently.

 

■ Opening large files can sometimes freeze or crash, so when opening large files, properly save your work-in-progress data first.

 

■ Memory usage is wasteful, so try not to open too many windows.

 

[Trivia]

 

[About Settings and Shortcuts]

■ 3DAce settings are written to 3DAce.ini. Also, 3DAce shortcut settings are written to 3DAce.kbd. Deleting each file when not running will return to default settings.

 

[About Rotation in Numeric Input]

■ When multiple axes are selected, rotation axes rotate in the order ZXY. If you're not sure, it's wiser not to use multiple axes at once.

 

[About Grid Size]

■ The grid size is a cube of length 2 centered on the origin. Use it as a reference for numeric input and random movement.

 

[About Texture Size]

■ For OpenGL display, after loading an image, the texture size is internally resized to a power of 2 (such as 64 or 256). If you make the texture size a power of 2 in advance, the resize time can be saved, reducing load time. When resizing in advance, as long as width and height are powers of 2, it does not need to be square; sizes like (128 x 256) with different width and height are fine.

 

■ In 3DAce, the maximum size is set to 512, so applying textures larger than this will not increase the image resolution.

 

[About Transparent Display]

■ In transparent display that is not translucent, alpha is punched out when the image's alpha value is 0.125 or less (assuming fully opaque is 1). (For 256 levels, 32 or less.) This is not affected by the opacity set in 3DAce's color palette; only the image's alpha portion affects it.

 

[Details on Polygon Count Limit]

■ The polygon count limit is 15000, but the actual limit is up to 20000. This is a buffer because the limit may be exceeded during work, etc.

 

■ The number of points and lines matches the polygon counter numbers, but the internal polygon counting method counts triangular polygons, quadrilateral polygons, and dummy faces all as 1. If the shape is mostly made of quadrilateral polygons, you can actually use more polygons than the limit. Even so, if the internal polygon count exceeds the limit, it will cause errors or instability, so be careful not to exceed the limit.