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Mar 13, 2016 at 18:34 comment added Mr.Wizard nikie and @Cham what part of "Comments are not for extended discussion" was ambiguous? I provided a venue for extended chat; please use it.
Mar 12, 2016 at 15:51 comment added Cham @nikie, thanks. This is what I expected. There's probably no commands for this, very sadly.
Mar 12, 2016 at 15:41 comment added Niki Estner @Cham: If there is, it's not documented.
Mar 12, 2016 at 14:58 comment added Cham @nikie, is there a way to turn off depth sorting for exportation ?
Mar 12, 2016 at 14:55 comment added Niki Estner @Cham: It uses depth sorting only for exporting, and when you use transparency.
Mar 12, 2016 at 14:50 comment added Cham @nikie, this isn't convincing. In other 3D curves I made before, without curves overlap, the curve isn't splited after exportation. When there are several parts overlaping, the curves are splited. So it appears to me that MMA do depth sorting, even for exportation.
Mar 12, 2016 at 14:39 comment added Niki Estner @Cham: Because it can't use hardware acceleration when exporting to a vector format. So it has to fall back to BSP tree rendering.
Mar 12, 2016 at 14:02 comment added Cham @nikie, then why does it splits the lines like shown on my previous picture ? I don't use transparency.
Mar 12, 2016 at 13:57 comment added Niki Estner @Cham: As the documentation quote says, it only does that when you turn on transparency, and when it can't use hardware acceleration. If you render on screen, without transparency, it won't do that.
Mar 12, 2016 at 13:36 comment added Cham @nikie. About the "answer" above, here's what MMA is doing : it splits the lines into smaller bits, and use depth sorting for each bit, like what is shown on this picture (this was exported from MMA and opened with a vectorial app) : s17.postimg.org/ordvmdfzz/test.jpg.
Mar 12, 2016 at 11:06 comment added Niki Estner Yes @Cham, nobody understands what depth sorting is, not even Wikipedia.
Mar 12, 2016 at 7:01 comment added Kuba @Cham You can ask WRI support to confirm, or on a Wolfram Community too.
Mar 11, 2016 at 23:00 comment added Cham @nikie, I don't want to argue again and again. But apparently people don't understand what is depth sorting, and that it does have a performance cost in some complexe scenes (for which I do need lots of points. I don't have a choice here). So projecting to 2D, reducing the number of points, etc, are not solution to my problem. I do need to turn off the depth sorting. Apparently, there is no option in MMA to do this. This is deceiving.
Mar 11, 2016 at 22:27 comment added Niki Estner My guess: because people are honestly trying to help you solve your performance problem and you just argue in response. For example: you seem to think that depth buffering is very expensive. Depth buffering requires one extra comparison per pixel, so there is some cost. But that cost only depends on the number of pixels drawn. So if you simplify your geometry (by using fewer PlotPoints), and performance gets better, depth buffering isn't your problem. But when someone suggested that in a comment, you just shouted "no! Thats not what i want". It seems you dont want to accept help...
Mar 11, 2016 at 21:23 comment added Cham Even if there is no transparency (I don't use it), the hardware may have difficulties in sorting out all the pieces. I know that depth sorting is actually a performance hit problem, when the scene is very complex. So I need to know the solution for my problem. And why the negative score for this question ?
Mar 11, 2016 at 21:00 history edited m_goldberg CC BY-SA 3.0
improved formatting
Mar 11, 2016 at 20:53 history edited Niki Estner CC BY-SA 3.0
added 615 characters in body
S Mar 11, 2016 at 20:46 history mod moved comments to chat
S Mar 11, 2016 at 20:46 comment added Mr.Wizard Comments are not for extended discussion; this conversation has been moved to chat.
Mar 11, 2016 at 16:27 history edited Niki Estner CC BY-SA 3.0
added 502 characters in body
Mar 11, 2016 at 16:09 history answered Niki Estner CC BY-SA 3.0