Graphics Card pane (Tools>Options>Display>Graphics Card) allow you to control various display performance options which relate to the graphics hardware and drivers installed on your system."> Help | Kubotek3D

Graphics Card
KeyCreator \ Tools \ Options \ Display \ Graphics-Card

Graphics Card

The settings available from the Graphics Card pane (Tools>Options>Display>Graphics Card) allow you to control various display performance options which relate to the graphics hardware and drivers installed on your system.

Dialog Options:

Driver Type

This setting controls which type of graphics acceleration strategy will be used to speed up operations such as rotate and zoom.

  • Hardware OpenGL (default) – Advantage is taken of hardware acceleration of OpenGL provided by the graphics hardware (video card) in the system. With the proper hardware correctly configured the performance improvement is significant. Some video cards are not fully compatible with the OpenGL calls used in the program, causing display problems including potential program crashes.

  • Hardware OpenGL2- Same as above but you will need to verify driver support for OpenGL2 with your display vendor and download a display driver that supports the format if possible. Reports indicate significant improvement in performance over the older OpenGL (default) setting. It is advised not to use this setting if you can't verify the support for OpenGL2  with the display card being used.

  • Software OpenGL – OpenGL rendering algorithms are used to accelerate the display but the program does not take advantage of any hardware acceleration provided by the video card. This option avoids problems caused by incompatible graphics hardware. 

  • Windows GDI – The regular Windows graphics calls are used (no acceleration).

  • DirectX 9 –  Microsoft DirectX platform which incorporates the Direct3D platform. A widely used and popular graphics acceleration platform.

  • DirectX 11 – An improved and updated version of the Mircrosoft DirectX platform.


  • Changing the Driver Type setting will not affect windows that are currently open.

  • Hardware acceleration can also be disabled at the operating system level (Control Panel>Display>Settings>Advanced>Troubleshooting).

Enable Display Lists

When selected, the program will create secondary internal lists of objects/entities to be displayed. These lists are optimized to the display algorithms which allow display manipulation functions to operate faster when a large number of objects/entities are contained in the display.

Display List Type

Two types of display lists are available; Geometry and Segment (default). The Geometry option sorts the display more efficiently if designs tend to include mostly solids with large numbers of faces. The Segment option is more efficient at sorting a relatively higher number of entities such as point cloud or wireframe  models which have identical attributes (color, level, etc.).

Anti-Alias (Hardware OpenGL and DirectX Only)

Produces smoother edges in a graphic. Anti-aliasing mixes shades of foreground and background colors into the pixels on the edges. This capability requires a graphics board that supports anti-aliasing. The option is cleared by default. The field beside Anti-Alias allows you to control the quality (sampling level) of the anti-aliasing by selecting 2X, 4X or 8X. Quality increases with the higher value, but performance decreases. Note that your graphics board must be able to support the selection.

You can select Full screen, Lines/Edges or Text. Selecting Full screen applies the anti-aliasing to everything displayed. Selecting Lines/Edges applies the anti-aliasing only to lines and edges. Selecting Text applies the anti-aliasing only to text.

Hardware Shadow (Hardware OpenGL or DirectX Only)

Gives you another option of control for the Shadow function (View>Render>Shadow)  Use the Shadow function with the Hardware Shadow check box cleared or selected, depending on which results in the best shadow. Cleared is the default.


These selections give you control over display speed versus more accurate results. You have the option of selecting Depth Peeling or using Z-sort for processing transparency. Z-sort is the default.

Depth Peeling processes transparency using a non-sorting algorithm. It is based on a multipass process and allows you to specify the number of layers in the Layers field. The larger the number of layers, the more accurate the results, but the slower the display. If you select Depth Peeling and parts do not appear accurately in the viewport, try increasing the number of layers in the Layers field. If they appear too slowly, try selecting Z-sort. Note that the success of depth peeling depends on the graphics card in your system. Note also that hardware support is needed to process more than one layer. If the hardware cannot support multi-layers, only one layer is processed.

Z-sort processes transparency using a sorting algorithm. Its results are more accurate than depth peeling. But when there are many overlapped transparent solids, the display speed could be slower than with depth peeling. If you choose depth peeling, the results can be less accurate. But when there are many overlapped transparent solids, the display speed could be faster than with Z-sort.

Thus, selecting the Transparency option is a matter of choice, as you weigh the advantages of one versus the other.

Quick Move Options

Quick Move tells your computer system that changes and screen updates in KeyCreator are going to occur quickly. In effect, Quick Move says that it is going to be worthwhile to do extra processing to allow moves or deletions to be updated to the screen without the usual refreshing of the window.

Each option, described below, uses a different algorithm: Exclusive Or (XOR), Overlay, or Spriting. With some graphics hardware, some of these options could cause difficulties: system crash, incorrect display, …. If this occurs, select a different option. Default settings are XOR for non-entity and wireframe animations, and unavailable for solid animation. XOR and Overlay are not allowed to be selected simultaneously. If you notice refresh issues such as cursor trailing/ghosting (the cursor leaves a trail along path when moving in display) or odd entity movement in display, try turning these settings off (after first trying the possible sub-options- XOR, Overlay and Spriting.)

  • Use Quick Move for non-Entity animation – Quick Move setting for non-entity animation like custom cursor, marker, rubberband, etc.

  •  Use Quick Move for Wireframe animation – Quick Move setting for wireframe animation, including detail entities.

  • Use Quick Move for Solid Animation – Quick Move setting for solid/surface animation.

Screen Size

The Screen Size setting allows for display aspect ratio discrepancies to be compensated for so that the viewport area is drawn square (units in the X axis appear equal to units in Y axis).

In most cases a one-inch square at a scale of 1.0 drawn in the viewport should accurately measure one inch on each side on your monitor. If your display is built with the traditional 4:3 ratio (normal for CRT monitors) then one of the 4:3 aspect ratio screen resolutions (800x600, 1024x768, 1152x864, and 1600x1200) should be selected in Windows to maintain a square display.  Newer LCD monitors frequently use widescreen aspect ratio of 16:9 (HDTV, 1080i or 1080p). 1280×1080, 1440×1080, or 1920×1080 screen resolutions will be square on 16:9 monitors. 5:4 aspect ratio monitors using the screen resolution of 1280×1024 are also popular. If the aspect ratio of the physical screen does not match the aspect ratio of the screen resolution set in Windows then non-uniform display scaling will occur. In this condition squares will not measure correctly on all sides on the screen and circle entities will appear elliptical on the screen. The Screen Size setting will correct for this.

Another cause of non-uniform display scaling is if Windows settings have inaccurate DPI information.