The global preferences dialog window specifies default user preferences for FlexSim. These preferences are saved across several models and remembered when FlexSim is closed and reopened. The dialog window is split into seven tabs.
These settings are accessed from the File menu.
The Fonts and Colors tab specifies syntax highlighting and other settings used in FlexSim's implementation of the Scintilla code editor. You can also specify settings and colors for the template editor, as well as for unformatted text (which is used in multi-line unformatted text controls like the user description portion of the Properties window).
For more information on the Scintilla code editor, go to www.scintilla.org.
The Scintilla text editor is under copyright 1998-2003 by Neil Hodgson <[email protected]>. All Rights Reserved.
In this tab page you can specify various settings such as whether you want code to be C++ or FlexScript by default, various grid settings in the ortho and perspective view, excel DDE settings, etc.
AutoSave will automatically save a backup model of your currently open model. This backup model will be named [modelname]_autosave.fsm and will be saved in the same directory as your model. AutoSave will only save your model if it is reset and not running. You can disable AutoSave for a specific model in the Model Settings window.
For a list of valid time and date format options, see Model Settings.
This tab page lets you control libraries that are loaded and displayed in the Drag-Drop Library. The paths specified in the User Libraries to Open on Startup are relative to your libraries folder of the install directory (for example, C:/Program Files/FlexSim/libraries). Enabled Libraries allow you to specify which libraries are visible and which order they appear in. Once a User Library is loaded, it will be displayed in this list.
In this tab page you can specify various settings that send or pull content from the FlexSim server in order to give you a more dynamic experience or to help FlexSim better understand how to improve the software.
In this tab page you can customize which menu commands are accessible easily through the customizable section of the top toolbar.
This tab is used for customizing 3D graphics settings so that FlexSim will run the best on your hardware.
Several of these options provide suggestions or hints to the graphics card as to the quality you would like. If the graphics card does not support the feature requested, such as Quad Buffered Stereo 3D or a 32 Bit Depth Buffer, it will fall back to using the next best option that it supports.
If no graphics acceleration is available with your system configuration, FlexSim will automatically fall back to using a generic software OpenGL implementation and ignore the settings defined here.
This option controls which type of OpenGL rendering context FlexSim will request from the graphics driver on your computer.
This option controls whether shadows will be rendered in the 3D environment.
This specifies whether shadows should be rendered with hard or soft edges.
This specifies the resolution of the shadow map. A higher resolution will improve shadow quality, but will require more graphics processing.
This specifies the number of cascaded shadow maps to use. More cascade splits will improve shadow quality, but will require more graphics processing.
This affects how much shadows are blurred around the edges when using soft shadows.
If checked, FlexSim will display a counter showing how quickly the 3D view is rendering in frames per second.
If checked, FlexSim will generate multiple resized "thumbnails" of each texture it loads. This allows for faster and better texture rendering when zoomed out, but requires approximately double the graphics card memory to store the texture.
Select how the graphics card should resolve the color of each pixel when you are zoomed in close to a texture.
Select how the graphics card should resolve the color of each pixel when you are zoomed out from a texture.
Choose the format in which you want the graphics to store color data.
Choose the format in which you want the graphics to store depth buffer data. Depth buffer values span from a 3D view's near plane to its far plane, so the depth buffer bit depth defines the granularity by which the graphics card can distinguish which objects are in front of or behind other objects.
This option controls how stereoscopic 3D should be rendered.
Once your computer is properly configured with a 3D display, this mode will automatically render 3D views in stereoscopic 3D. If you are using an Nvidia Geforce graphics card, the view must be full-screen (F11) to trigger the effect. On Nvidia Quadro or AMD FirePro graphics cards, the effect will work with all 3D views.
This mode only works with certain configurations of hardware and software. The graphics card, 3D display monitor, cable/port (DVI-D, DisplayPort, HDMI 1.4a), graphics driver, and operating system must all be compatible for this mode to work correctly. If any of those pieces are not compatible, then FlexSim will automatically fall back to rendering without stereoscopic 3D.
This controls the difference in horizontal position between the right and left images, changing the depth of the stereo effect.
This controls the focal point of the stereo effect. Increasing the convergence makes near objects appear to pop out of the screen.
This tab is used for configuring Visual Studio to compile or debug C++ code.