Translations:Preferences Editor/137/de

In the 3D View tab you can specify the following: {| class="wikitable float-right mw-collapsible mw-collapsed" !style="width: 33%;"|Name !style="width: 66%;"|Description The related setting specifies the intensity of the backlight.
 * If checked, the main coordinate system will always be shown at the lower right in opened files
 * If checked, the axis cross will be shown by default at file opening or creation
 * If checked, the time needed for the last operation and the resulting frame rate will always be shown at the lower left in opened files
 * If checked, the application will remember what is the active workbench for each tab independently. This way, the active workbench will be automatically restored when changing tab in the multiple-document interface (MDI) view.
 * If checked, Vertex Buffer Objects (VBO) will be used. A VBO is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the graphics card. VBOs offer substantial performance gains because the data resides in the graphics memory rather than the system memory and so it can be rendered directly by GPU. For more background info see this webpage.
 * "Render Cache" or "Render Acceleration" is explained in more detail in Link#render-caching. There are 3 options:
 * Auto (default), let Coin3D decide where to cache.
 * Distributed, manually turn on cache for all view provider root nodes.
 * Centralized, manually turn off cache in all nodes of all view providers, and only cache at the scene graph root node. This offers the fastest rendering speed, but slower response to any scene changes.
 * Selection if and what kind of multisample anti-aliasing is used
 * Render type of transparent objects. The types are:
 * One pass (default), rendering is done in one pass. For non-solid objects like faces or meshes this can lead to artifacts. This image shows such an artifact (black triangle) and that the type Backface pass avoids this.
 * Backface pass, has only an effect for non-solid objects. They are then rendered in two passes: Back-facing polygons are rendered in the first pass and the front-facing in the second pass.
 * Selection of the size of vertices (points) in the Sketcher workbench. The clickable area of points can be additionally enlarged by increasing (on Colors tab).
 * Specification of the eye-to-eye distance used for stereo projections. The specified value is a factor that will be multiplied with the bounding box size of the 3D object that is currently displayed.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * "Render Cache" or "Render Acceleration" is explained in more detail in Link#render-caching. There are 3 options:
 * Auto (default), let Coin3D decide where to cache.
 * Distributed, manually turn on cache for all view provider root nodes.
 * Centralized, manually turn off cache in all nodes of all view providers, and only cache at the scene graph root node. This offers the fastest rendering speed, but slower response to any scene changes.
 * Selection if and what kind of multisample anti-aliasing is used
 * Render type of transparent objects. The types are:
 * One pass (default), rendering is done in one pass. For non-solid objects like faces or meshes this can lead to artifacts. This image shows such an artifact (black triangle) and that the type Backface pass avoids this.
 * Backface pass, has only an effect for non-solid objects. They are then rendered in two passes: Back-facing polygons are rendered in the first pass and the front-facing in the second pass.
 * Selection of the size of vertices (points) in the Sketcher workbench. The clickable area of points can be additionally enlarged by increasing (on Colors tab).
 * Specification of the eye-to-eye distance used for stereo projections. The specified value is a factor that will be multiplied with the bounding box size of the 3D object that is currently displayed.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * One pass (default), rendering is done in one pass. For non-solid objects like faces or meshes this can lead to artifacts. This image shows such an artifact (black triangle) and that the type Backface pass avoids this.
 * Backface pass, has only an effect for non-solid objects. They are then rendered in two passes: Back-facing polygons are rendered in the first pass and the front-facing in the second pass.
 * Selection of the size of vertices (points) in the Sketcher workbench. The clickable area of points can be additionally enlarged by increasing (on Colors tab).
 * Specification of the eye-to-eye distance used for stereo projections. The specified value is a factor that will be multiplied with the bounding box size of the 3D object that is currently displayed.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * Specification of the eye-to-eye distance used for stereo projections. The specified value is a factor that will be multiplied with the bounding box size of the 3D object that is currently displayed.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * Specification of the eye-to-eye distance used for stereo projections. The specified value is a factor that will be multiplied with the bounding box size of the 3D object that is currently displayed.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * If checked, backlight is enabled with the defined color. Backlight is used for rendering back sides of faces (usually, you don't see them in solids, unless you slice one with a clipping plane, or if the faces aren't oriented correctly). It is only active for objects whose Lighting property (on View tab) is set to "One side". If disabled, back sides of faces of objects in "One side" lighting mode will be black.
 * Selection of the camera projection type.
 * Selection of the camera projection type.
 * Selection of the camera projection type.