Please post that file (or, if still reproducible, only those annotation text objects).
Thanks for sending the file.
→ RH-91767 Display: D3D: Text Hops on Selection
I used to see that here as well, but not in a quick test now. That might be file-specific, though.
I was able to reproduce that and will get it on the list.
→ RH-91756 Display: D3D: Incorrect Linetype Display
I just tried Rhino9 with Direct3D and found that Direct3D is far slower on viewport updates compared to OGL. I can switch back and forth the the FPS difference is quite noticeable. This is with a fairly old machine with a fairly out of date graphics card:
i5-7400 CPU with GTX 1060 graphics.
The scene I’m using is a 3D scanned mesh with some surfaces drawn over top. So, maybe the slowness might be because of the dense mesh from a 3D scanner. But, OpenGL handles it fine.
I don’t otherwise see any visual problems. It looks fine, it’s just a little slow. Not so slow that I couldn’t use it that way, just kind of choppy.
If you are willing to share your 3dm file, I would be happy to take a look and see what is going on. Our goal is to have D3D at least as fast if not faster than OpenGL on the same machine. That may not be possible in some cases since much of this depends on the GPU drivers, but we can try.
Also, switching back and forth between OpenGL and DirectX without restarting Rhino can and will show inconsistent (and inaccurate) numbers. The best thing to do is to restart Rhino right after you’ve switched engines, and then begin your tests.
Is running two instances of Rhino, one in OpenGL and one in DirectX to do side by side comparisons a “bad” thing? (Will it affect performance, or are they acting like two completely separate programs, so if one is idle the other get’s all reasources?)
Only for testing stuff, I can’t see any other reason to do that though. Unless some users needs the OpenGL pipeline for some stuff, and otherwise want DirectX…
Could I make the suggestion that the info about the graphics card visible when using OpenGL is not visible when using Direct3D.. This can be useful when more than one Graphics card is ‘available’ to the system (as in my case, where an eGPU is being used) and so woudl be helpful to see if possible ?