Hi GiD,
When opening windows of, for example, some programs overlapping with GiD window, GiD main window shows pictures of other windows. As a result I need to click on “Zoom frame” to re-attain my model on GiD main window. I need to do this every time after activating GiD program.
Below are details of GiD on my computer and example of the problem.
Thank you.
Bituporn Tontavanich
GiD internal version: 9.0.2
Operating system: ‘intel’ ‘windows’ ‘Windows NT’ ‘5.1’
Tcl8.5.1 Tk8.5(8.5.1)
Asked for an acceleratedrenderer,
Hardware accelerated (ICD) implementation, PixelFormat 5,
DoubleBuffer: yes,
RGBA,Draw to Window,OpenGL support,
Using 32 Color bits: 8 red, 8 green, 8 blue and 0 alpha,
Using 0 Accumulation bits: 0 red, 0 green, 0 blue and 0 alpha,
Using 32 Depth bits and 0 StencilBits
0 Auxiliary buffers
OpenGl:
VENDOR: {ATI Technologies Inc.}
RENDERER: {256MB ATI Radeon X1300PRO x86/SSE2}
VERSION: {2.0.5885 WinXP Release}
DISPLAY INFORMATION: {bits red 8, green 8, blue 8, alpha 8, depth 24, stencil 8, stereo no.}
EXTENSIONS: {GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array
GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample
GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array
GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer
GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size
GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle
GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test
GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection
GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture
GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string
WGL_EXT_swap_control }
GLX::
SERVER:
OVERLAY: 0
OVERLAY IN MENU: 0
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