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Current OpenGL Version:

4.5.0 - Build 24.20.100.6025

OpenGL Provider:
Intel

Hardware:
Intel(R) HD Graphics 620

Features:

MultiTexturing
Supported

Shadow Map
Supported

Hardware Antialiasing
Supported

OpenGL Shading Language


Supported

Pixel Buffer
Supported

Pixel Buffer Size


Not Enabled

Maximum Number of Lights


8

Number of Texture Units


8

Maximum Texture Size


16384 x 16384

MultiTexturing Support:
MultiTexturing support is necessary for DAZ Studio to display objects that have
more than one image map applied in the 3D view. For example, if a material has a
texture map applied and a transparency map applied, multitexturing is required to
display the material correctly - if it is not available only one of the maps will
be applied.

Shadow Map Support:


Shadow Map support is necessary for rendering and applying shadow maps in hardware
renders. If this feature is not supported on your hardware, no shadows will be
rendered in the hardware render.

Hardware Antialiasing support:


Hardware Antialiasing - also called MultiSampling - performs antialising on the
graphics card. If enabled, both the interactive viewports and hardware renders will
be antialiased by the hardware.

OpenGL Shading Language (GLSL) support:


GLSL support is necessary for view and render styles that use OpenGL shaders. For
example, the Cartoon display style, and the Default material harware render shader.
These features will not be available if your hardware does not support GLSL.

Pixel Buffer support:


Pixel Buffer support allows off screen rendering to a buffer up to the maximum
texture size on the video card. DAZ Studio uses this feature for improved shadows
in hardware renders, generating large hardware renders, etc. If your hardware
supports this feature you will see improved performance in these areas.

Maximum Number of Lights:


This number is the maximum number of lights that can be active in the OpenGL view
at a given time. If you add more than this number of lights to the scene, they will
not contribute to the lighting in the interactive view. They will however
contribute to lighting in rendered images.

Number of Texture Units:


The maximum number of texture units that can be active on the card. This is the
maximum number of images that can be used when drawing a single material. For
example, a texture map would require a unit, a transparency map would require a
unit, a shadow map would require a unit, and a bump map would require a unit -
totalling 4 texture units - if your card supports less than this number, than some
of these maps will not be applied in the interactive view, or hardware renders.

Maximum Texture Size:


This is the maximum size for texture images stored on the card. Maps that are
larger than this must be resampled down to be applied in the interactive view and
hardware renders. A larger number means that texture, transparency, and shadow
detail will be better in the interactive view and hardware renders.

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