I’m having this issue where in Shaded or Wireframe mode, my geometry changes colors depending on how far I zoom in / out. It has no issues retaining the same color in the other modes. In shaded if I change Transparency to “1” the colors display OK. But if it changes to 0, it will start glitching again. If I apply these changes, and change to “Custom material for all objects” it will also display the colors properly, but if I reset to default it will have the same issues again. I do not have a fix for my wireframe previewing weirdly though.
The actual colors it is supposed to be: In ghosted mode:
Windows 11 (10.0.26100 SR0.0) or greater (Physical RAM: 64GB)
.NET 8.0.18
Computer platform: LAPTOP - Plugged in [100% battery remaining]
Hybrid graphics configuration.
Primary display: Intel(R) UHD Graphics (Intel) Memory: 2GB, Driver date: 9-13-2024 (M-D-Y).
> Integrated graphics device with 4 adapter port(s)
- Secondary monitor is laptop’s integrated screen or built-in port
- Secondary monitor attached to adapter port #1
- Windows Main Display attached to adapter port #2
Primary OpenGL: NVIDIA RTX 4000 Ada Generation Laptop GPU (NVidia) Memory: 12GB, Driver date: 3-7-2025 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 572.76
> Integrated accelerated graphics device with 4 adapter port(s)
- Video pass-through to primary display device
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
GPU Tessellation is: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 3-7-2025
Driver Version: 32.0.15.7276
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 12282 MB
Are you also seeing this in a new model from a factory-default template and a few boxes added? If not, please export a few of those objects from your scene and post that 3dm file here.
-wim