Sets display options for the Legacy Direct3D display driver.
Turning off this option can improve viewport appearance, but at a cost of display performance.
This option is intended to allow display-card manufacturers to accelerate 3ds Max wireframe displays in a way that is specific to the underlying display hardware. Check with your display-card manufacturer to see if enabling this option will yield faster wireframe rendering with your display card.
This option has one subordinate option:
For Wireframe Objects When on, uses triangle strips for wireframe objects. Default=off.
If the display becomes messy or "corrupted," turn this option on and then redraw viewports by choosing Views Redraw All Views (the default keyboard shortcut for this is the ` (accent grave) key, on the left side of the 1 key).
This option has two subordinate options. How you should set them depends on how the display card handles its back buffer, which is used for refreshing the screen. Turn on one or the other, as appropriate.
Redraw In Maximized Viewport If, after updating the screen, the display card destroys the back buffer only when there's a single viewport, turn on this sub-option. The Direct3D driver redraws the scene when a single viewport is visible, but doesn't have to redraw when multiple viewports are visible. Default=off.
Redraw In UnMaximized Viewports If, after updating the screen, the display card destroys the back buffer when multiple viewports are visible, turn on this sub-option. Default=off.
Turn off this setting to improve redraw speed if you are rotating the whole scene or moving a camera through the scene (usually situations in which the whole viewport needs to be redrawn anyway).
If the display becomes messy or "corrupted" as a result of incremental updates, turn this option off and then redraw viewports by choosing Views Redraw All Views (the default keyboard shortcut for this is 1 on the numeric keypad).
If you change the Antialiasing level, the change takes place immediately, without your having to restart 3ds Max.
128, 256, 512, 1024 Unlike the software display driver, which uses bitmaps to display viewport backgrounds directly, the Direct3D driver uses a texture-mapped background rectangle. This allows for smoother zooms and pans in orthographic views and can take less memory than the direct bitmap method. However, background bitmap resolution can be lost. Increase the resolution if you're using a maximized viewport to digitize.
Match Bitmap Size as Closely as Possible Displays background at full resolution. This allows the viewport to behave like the Rendered Frame Window, in regards to zoom and pan. Default=off.
64, 128, 256, 512 Lets you choose the size of the texture map that's downloaded to the driver for texture-mapped scene objects. Larger maps look better, but use more display card memory. Default=256.
Match Bitmap Size as Closely as Possible To allow the viewport to show actual texture resolutions, bitmaps are individually resized before they are downloaded to the driver. This means that small bitmaps don’t get overexpanded and large bitmaps retain their resolution (but potentially use a lot more video RAM).
Specifies whether to use the nearest pixel, to linearly interpolate the pixel value from the four closest texels, or to use anisotropic filtering. Using the nearest pixel is faster, but using texels produces a higher-quality display. The Anisotropic filter compensates for the distortion caused by the difference in angle between the texture polygon and the plane of the screen. Default=Nearest.
Specifies whether to use one version of the texture map (None) or to interpolate between a pyramid of progressively smaller maps. With Nearest chosen, the texel lookup is done on the map level nearest the ideal one, and with Linear, the texel values from the two closest map levels are interpolated. Default=None.