Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-18 Thread Matthias Kappenberg
Hi Zaug,

thx, if all work is done here (the neverending story)
I'll hopefully have enough time to go deeper in Flash
and actionscript, which can be really helpy for
creating nice looking tutorials...(nicer than this ;-)
Unfortunately I'm building up at the moment a new
company with a friendboahhh 15-18 hours of work
a day... nothing left to say.
If everything is working as exspected, everything
will be normalized in the mid/end of the year, and then
there is time enough left to work out all the promised
things of the last years
the robowalker, some scripts, UV-tutorial, some free
models.
I'm really working hard at the moment...
and being on the list with a cup of coffee is a nice
moment on this stressy days :-)

Matthias


- Original Message - 
From: Zaug [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, March 18, 2008 3:36 AM
Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4


 
  Part 1:
  http://bild-frei.com/index.php?id=45
 
  (OK, quick and dirty
  not very much time on the table...)
 

 
 Matthias,
 
 If that is quick and dirty, languid and passionate will likely be 
 nominated for an an award  ; )
 Very effective presentation method; I had not considered something like 
 this for a tutorial medium.
 
 Thank you for the work on this.
 
 Zaug
 


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-18 Thread Matthias Kappenberg

- Original Message - 
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Tuesday, March 18, 2008 3:35 AM
Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4


  When is Daddy coming home ?
  Why are the wolves laughing ? 
 
  Part 1:
  http://bild-frei.com/index.php?id=45
  (OK, quick and dirty
  not very much time on the table...)
  Matthias
 
 Hi Matthias :
 
   This is a very beautiful tutorial . It almost looks like
 'Flash' , the way it loads . What S/W did you use to build
 it ? (i'm still using notepad) .

Typo3 (an open source CMS www.typo3.org)
Borders of the thumbs are generated on the serverside
via typo3+graphicsmagick+mask.
Popup Effect is a extension, which integrates Lightbox
http://www.huddletogether.com/projects/lightbox2/
in Typo3. I have to layout it, that it fits to the rest of the
website, but not enough time .
 
   Anyway , yes , thanks for doing this , and I tried these
 exact same steps a few days ago . Trust me , I get the con-
 cept of 'Map2object' and using a cylinder . I just didn't
 get any good results , but I think it was just the model
 that was used (the head.r3d object) .

Hm, maybe the cylinder seam was not at the
right side. More or less is it a simple projection of
coordinates from the cylinder to the heads default
UV-coordsys what is done behind the curtain :-?

 
Matthias


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4 and S/W Links

2008-03-18 Thread studio

  This is a very beautiful tutorial . It almost looks like
'Flash' , the way it loads . What S/W did you use to build
it ? (i'm still using notepad) .



Typo3 (an open source CMS www.typo3.org)
Borders of the thumbs are generated on the serverside
via typo3+graphicsmagick+mask.
Popup Effect is a extension, which integrates Lightbox
http://www.huddletogether.com/projects/lightbox2/
in Typo3. I have to layout it, that it fits to the rest of the
website, but not enough time .



Matthias


Cool . Thanks for the links . I'll have to check them out .

 Since you are too busy lately to know if it is light
outside or dark , here's a link to another really awesome
freeware desktop (system tray actually) utility .
http://www.singerscreations.com/AboutWeatherWatcher.asp

 Highly configurable with many options , Weather Watcher
is voted a top notch spyware free , freeware utility that
can tell you everything from humidity to moon phase .

Now when you feel your fangs growing and your claws scratching ,
you can just check your system tray to see if the moon is full .

 He has other cool S/W too , like a utility that will launch
your website automatically from the CD you burn it too .(hope
that makes sense) . Imagine an RS tutorial CD that launches
automatically and shows a brief intro of snapshots of all
the various tutorials included ?

 Windows-only , from what I can see .

garry


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread studio

so that we could then look at the unwrapped mesh and see how
it has been textured ?



Did I miss something :-?
Something like this.
http://the-final.com/rs/UV-Ogl.jpg
Matthias


Listen ... , Moe :

Yes , you missed it every single time I drug you down to
the river to drink the red/green/blue water .

I'll try again .

Look at the attached image (again) . This is a screen cap of
the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh .

As you can plainly see , it is untextured . 


Now , what I asked , originally , was , why not texture this
with OpenGL so that we can get instant feedback about how our
mesh is being textured , without having to constantly look at
the actual model .. try to spin it around etc etc etc ? .

 If you aren't getting this tiny point , then you must not
be understanding any of this whole complete thread .

I'll try this one again , too . (look below , not above) .

You said it was easy to unwrap a mesh by first desroying all
the UV's . You said , (quote) with totally destroyed UVs .

So , how do we totally destroy the UV's ? Which button do
we push ? What is the process ? How can we achieve this ?
Is there a trick ? Do you have a link ? Is it in the manual?
Is it only available on the V6 Demo ? Do you have any advice
on what a person has to do to duplicate this function ? Do
we need ZBrush ? Have you seen the incredible deal on C4D 
BodyPaint 3D combo ? There is an ugly chinese woman down the
hall . Should I throw one into her so that she will translate
these mails ? Is anything easy ? Why not ? I bought a new
quad-core system . Why ? Do I need it to bang my head against
the wall ? Shall I move toward the light ? Is it a train
coming ? What have I accomplished this winter ? Nada ? OK .
Why ? Is this progress ? No . When is Daddy coming home ?
Why are the wolves laughing ? 


garry


attachment: matts-unwrapping.gif

Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Matthias Kappenberg

- Original Message - 
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Monday, March 17, 2008 6:37 PM
Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4


  so that we could then look at the unwrapped mesh and see how
  it has been textured ?
 
  Did I miss something :-?
  Something like this.
  http://the-final.com/rs/UV-Ogl.jpg
  Matthias
 
 Listen ... , Moe :
 
 Yes , you missed it every single time I drug you down to
 the river to drink the red/green/blue water .
 
 I'll try again .
 
 Look at the attached image (again) . This is a screen cap of
 the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh .
 
 As you can plainly see , it is untextured . 

OK, Curly: 
USE A BACKGROUND IMAGE FOR THE DESIRED
UV-COORDINATE SYSTEM. Boahhh.
(Finger in the eye at this point.)

 Now , what I asked , originally , was , why not texture this
 with OpenGL so that we can get instant feedback about how our
 mesh is being textured , without having to constantly look at
 the actual model .. try to spin it around etc etc etc ? .
 

==Spinning around :-? An UNWRAPPED mesh :-?
Aaaah. Maybe we have a totally different 
understanding of UV-Coordinates :-?


   If you aren't getting this tiny point , then you must not
 be understanding any of this whole complete thread .

==I can't believe the question.

 I'll try this one again , too . (look below , not above) .
 
 You said it was easy to unwrap a mesh by first desroying all
 the UV's . You said , (quote) with totally destroyed UVs .

Start modeling a head from a cube the result are useless UVs.

 So , how do we totally destroy the UV's ? Which button do
 we push ?

==No button, see above comment.

What is the process ? How can we achieve this ?
 Is there a trick ? Do you have a link ? Is it in the manual?
 Is it only available on the V6 Demo ? Do you have any advice
 on what a person has to do to duplicate this function ?

==See above again, it's a normal process while modeling with Polygons.

 Do we need ZBrush ?

==No, Z-Brush is in my arsenal, but it's not needed here.

 Have you seen the incredible deal on C4D 
 BodyPaint 3D combo ?

==No need, same as Z-Brush above

 There is an ugly chinese woman down the
 hall .

==Looked in the hall, noop ;-)

..

 Should I throw one into her so that she will translate
 these mails ? Is anything easy ? Why not ? I bought a new
 quad-core system . Why ? Do I need it to bang my head against
 the wall ? Shall I move toward the light ? Is it a train
 coming ? What have I accomplished this winter ? Nada ? OK .
 Why ? Is this progress ? No . When is Daddy coming home ?
 Why are the wolves laughing ? 
 
 garry
 
 
 


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Matthias Kappenberg
 When is Daddy coming home ?
 Why are the wolves laughing ? 
 
 garry
 
 
 

Part 1:
http://bild-frei.com/index.php?id=45

(OK, quick and dirty
not very much time on the table...)

Matthias


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-17 Thread Zaug



Part 1:
http://bild-frei.com/index.php?id=45

(OK, quick and dirty
not very much time on the table...)

  


Matthias,

If that is quick and dirty, languid and passionate will likely be 
nominated for an an award  ; )
Very effective presentation method; I had not considered something like 
this for a tutorial medium.


Thank you for the work on this.

Zaug


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-16 Thread Matthias Kappenberg
Hi Garry,
 
 The unwrapped head mesh is the best example of a normal UV Coords
 in RS that I've seen so far . I'm shocked ! I mean , it almost
 appears to look normal . 

Simple head model with totally destroyed UVs,
then used a Cylnder Map and Map2Obj no voodoo


 Now , if we had true OpenGL suport in this part of the UV Editor
 we would be able to see all the texturing done to this mesh . 
 (that was my original point way back when ...)

Maybe the image paths are not set right, you should
see the images (color, bump) in the UV editor as background
images.

 
Matthias


Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-16 Thread studio

Simple head model with totally destroyed UVs,


Totally destroyed UV's ? You've got me there . Shall I bite ?


then used a Cylnder Map and Map2Obj no voodoo


No voodoo , but not simple , and certainly not intuative .

 I've included the result image , directly from the '3D Painting'
section of the manual . As you can see , it certainly is far less
than adequate (well , not to everyone , apparently) .

I had much better luck than the manual's horrible example by
rotating the cylinder mapping 90-180 degrees .


Maybe the image paths are not set right, you should
see the images (color, bump) in the UV editor as background
images.
Matthias


I'll repeat it again in this thread ... the simple point
I have been trying to make :

This screen cap is of the 'UV Coords' , which does not offer
the user the ability to see how the mesh has been textured .

So way back when I began this nightmare pilgrimage , I asked
why not , why couldn't this be textured in realtime opengL
so that we could then look at the unwrapped mesh and see how
it has been textured ?

 That's really what this thread was all about , yet I keep
getting directed toward how RS does UV mapping , instead .

I know how RS maps UV , basically . I think it is a hurried
effort , at best . However , I have posted mails on the sub-
ject in the spirit of the everlasting - for what it's worth .

thanks
garryattachment: manual_head.gifattachment: matts-unwrapping.gif

Re: Can We Use OpenGL in the UV Editor ? Tutorials #2 #3

2008-03-15 Thread studio

http://www.realsoft.info/modules.php?op=modloadname=Newsfile=articlesid=66
http://www.realsoft.info/modules.php?op=modloadname=Newsfile=articlesid=115


Yes , I remember these examples as well . Also , I remember your
parting remarks :

More to come ... How to animate the UVs.
And...   How to create UVs after a heavy modelling session.
And...   How to paint on the created UVs.

When is Daddy coming home?

 Very wise of you to use a rectangle to show an example on . The
RS SDS UV mapping tools (mostly) are very good at mapping if you
stick to parallel mapping tools . Good for rectangles , and even
for square objects (if you're in a daring mood) .

The Egg Cup tutorial is also a good example of using a , square
parallel mapping on a round object . Very wise . RS will excel at
this , in theory , even though it's actual real-world working
style leaves much to be desired .


BTW: In my opinion you should think
about the difference between connected
and separated UV-faces, too. Very important
for SDS in smoothed mode.


I can just imagine .


Have in mind that RS has UVW-Coordinates
(W is the UV-Coordinates Z-Axis, important
for using UVs with procedural textures  ;-)
not UVs only...
If that's not enough: You have the possibility
to combine different layered UVWs ;-)


Yes , but big deal . That's like saying this multi-engine air
plane is fully equipped with pontoons , when we are actually
flying over the Sahara desert on one engine .

garry



Re: Can We Use OpenGL in the UV Editor ?

2008-03-12 Thread Matthias Kappenberg
http://www.realsoft.info/modules.php?op=modloadname=Newsfile=articlesid=58

http://www.realsoft.info/modules.php?op=modloadname=Newsfile=articlesid=66

http://www.realsoft.info/modules.php?op=modloadname=Newsfile=articlesid=115

BTW: In my opinion you should think
about the difference between connected
and separated UV-faces, too. Very important
for SDS in smoothed mode.

Maybe texturing objects is as hard as animating objects :-?

Have in mind that RS has UVW-Coordinates
(W is the UV-Coordinates Z-Axis, important
for using UVs with procedural textures  ;-)
not UVs only...
If that's not enough: You have the possibility
to combine different layered UVWs ;-)

One last link left: RS v4.5 ;-)
http://the-final.com/rs/Mapping_is_everything.zip
(Head has multi UV via channels)

My conclusion after working since some days
with RS Uvs. It's getting better and better.
Not perfect at all because of the different
smoothing but ok for me.

Matthias


- Original Message - 
From: studio [EMAIL PROTECTED]
To: user-list@light.realsoft3d.com
Sent: Wednesday, March 12, 2008 1:23 AM
Subject: Re: Can We Use OpenGL in the UV Editor ?


  Hi Garry,
  Ok I can see you're totally lost.
 
   Trust me , I wish it was me . I wish I was lost . If I
 was lost , all I would have to do is spend some time
 learning .
 
   However , I have read the manual , I have seen the very
 cool camtasia/flash tutorial on the forum , and this whole
 UV Editor concept seems very lacking in RS .
 
   Anyway , thanks for the long mail . Much appreciated .
 
  I realize now that you had taken a snapshot of , not of 
 UV Coords mode , but of Texture mode , in the editor .
 
   The point I was trying to make was that the UV Coords in
 the UV Editor should also be showing exactly what has been
 applied to the object , face by face , in OpenGL . However,
 I had been erroneously assuming that RS was doing a full
 and accurate mesh Unwrap , when in fact it's not close .
 
   That's what I was getting at . Seem's bizzare to me that
 it's not showing a fully unwrapped OpenGL shaded mesh ,
 but oh well , whatever . Many , many things inside RS
 seem totally bizzare to me . 
 
   In fact , every step I take leaves me wondering if any-
 one has ever actually used this program before . I am 
 continually amazed at the quirks  almost complete lack
 of fluidity , and the multi-step workarounds required .
 
   Even the most simple thing , since the beginning of 3D
 is the ability to spin a 3D object about it's COG , but
 in RS , we cannot even do that , unless it's right smack
 friggin' dab in the middle of the view window .
 
   If someone tells me that I'm the very first person to
 come along and notice that , then I'd have to say there
 is something most certainly rotten in Denmark .
 
 
  Hard to think about where to start...
  First of all you must have a very clear mind about what the UV editor is
  about.
  What a UV layout means, what you have to keep in mind, what you need to
  avoid.
 
   Too bad the RS server is down . The UV-Texturing flash video shows
 a perfectly unwrapped mesh , and it is being colored in the UV Editor .
 To me , this mesh should be showing a realtime preview , so that the
 author wouldn't have to keep spinning the frog around and around
 to see the results ... but that's just me , I guess .
 
   I've done all that you've said below , many times , but it
 seems an impossible setup with even the simplest objects , let
 alone a human head ... but maybe there are well known bugs and
 maybe I'm missing steps .
 
However , the point you make about using selected faces and
 not faces is the key and the only way to work with UV mappings
 in RS , even with a simple cube object .
 
 thanks again
 
 garry
 
 
  In the UV editor you see your entire texture. The UV polygons are on top of
  the image. Keep in mind that the UV's are a different set of polygons. They
  have their own life more or less independent from the faces of your object.
  Each UV polygon corresponds to the actual face on your object. But it can
  have its own size. You could also think of UV polygons like how a tailor
  creates a coat. He put these paper masks on top of the cloth, cuts the cloth
  and sews it together to create a 3D object. So you will not see a 3D or
  shaded object in the UV editor. In that editor you can only see which
  polygon will cover which area of the texture. This also means that you can
  put UV polygons on top of each other. This will cause that several polygons
  of your object will use the same part of the texture.
  When you look at my UV editor picture you can see that the UV polygon that
  belongs to the top face of the object covers a much larger area of the
  texture, which means that this face will get much more detail.
  
  Something quite important to keep in mind. When you use the grid in the UV
  editor it uses the same units like the other views. So it says centimeters,
  inches whatever. But that's something to ignore

Re: Can We Use OpenGL in the UV Editor ?

2008-03-11 Thread studio

  The obvious answer to my original question seems to be
No , there is no OpenGL viewing of the UV Mesh in the
UV Editor . OK , fine .




Hi Garry,
I cut most of your text as I didn't exactly understand it.
I got the feeling you went wrong very early in the process.
I attached two images: One perspective and one UV editor view.
Both of the same object.
Before I continue I would like to know if this sort of thing is what you're
looking for.
Arjo.


Arjo :

 Yes , and no . The last mail was about trying to spin an
object about it's COG , so that we can easily rotate it to
see how the texturing is coming along . Simple .
 
Yes , the original mail I sent yesterday asked if it was
possible to do exactly what your images show . 


That's what I've been trying to do since yesterday , but
had to give up when the UV View Property Window finally 
froze .


thanks
garry


Re: Can We Use OpenGL in the UV Editor ?

2008-03-11 Thread studio

Before I continue I would like to know if this sort of thing is what you're
looking for.
Arjo.


 I forgot to mention I can add a texture via the SDS's Col Tab ,
but when I drag and drop a shader onto the mesh in UV Editor ,
the object get's shaded , but the UV mesh does not .

garry



RE: Can We Use OpenGL in the UV Editor ?

2008-03-11 Thread Arjo Rozendaal
Hi Garry,

Ok I can see you're totally lost.
Hard to think about where to start...
First of all you must have a very clear mind about what the UV editor is
about.
What a UV layout means, what you have to keep in mind, what you need to
avoid.

In the UV editor you see your entire texture. The UV polygons are on top of
the image. Keep in mind that the UV's are a different set of polygons. They
have their own life more or less independent from the faces of your object.
Each UV polygon corresponds to the actual face on your object. But it can
have its own size. You could also think of UV polygons like how a tailor
creates a coat. He put these paper masks on top of the cloth, cuts the cloth
and sews it together to create a 3D object. So you will not see a 3D or
shaded object in the UV editor. In that editor you can only see which
polygon will cover which area of the texture. This also means that you can
put UV polygons on top of each other. This will cause that several polygons
of your object will use the same part of the texture.
When you look at my UV editor picture you can see that the UV polygon that
belongs to the top face of the object covers a much larger area of the
texture, which means that this face will get much more detail.

Something quite important to keep in mind. When you use the grid in the UV
editor it uses the same units like the other views. So it says centimeters,
inches whatever. But that's something to ignore completely. A texture always
runs from 0 to 1. Just like in the VSL editor.
So the texture size is always 1 x 1 meter on the grid. That's why the rest
around the image is black. When you make a UV polygon 1 x 2 meter the
corresponding face on the object will get the image twice (if you have set
the image to repeat).

So how to get such a layout? 
You always need to start with a standard mapping object to have a start for
a good projection.
Next you multi select the object and the mapping and hit the Map2Obj tool.
Set option faces and select the right material, next hit OK.
On the spec tab of your object you can see the face material that has been
attached.
The original material mapping object can be deleted.

When you open the UV editor you must be sure that your object is in face
edit mode.
First right click and select the material you want to edit from the popup
menu.
When you select a face on your object you can see it highlight in the uv
editor too.
Now you can resize, rotate or drag your UV-polygon around. Or when you
choose point edit you can edit the points.

To get a good start projection I create several mappings for each side of
the object.
Then I select the face and the mapping object and use the option Selected
faces instead of Faces in the Map2Obj tool.
In the case of this simple cube I would need three parallel mapping objects.
One for the front and back, one for the sides and one for the top.

But when you want to do serious unwrapping of more complex objects like a
human head, you'll need more advanced tools outside Realsoft. Tools that
support automatic unfolding of your mesh. Tools that only need a line across
your object to serve as a seam. The rest will be done almost automatically.

I hope this helps a bit. Unwrapping objects will take some study to get
familiar with.

Arjo.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] [mailto:owner-
 [EMAIL PROTECTED] Namens studio
 Verzonden: dinsdag 11 maart 2008 21:17
 Aan: user-list@light.realsoft3d.com
 Onderwerp: Re: Can We Use OpenGL in the UV Editor ?
 
  Before I continue I would like to know if this sort of thing is what
 you're
  looking for.
  Arjo.
 
   I forgot to mention I can add a texture via the SDS's Col Tab ,
 but when I drag and drop a shader onto the mesh in UV Editor ,
 the object get's shaded , but the UV mesh does not .
 
 garry




Re: Can We Use OpenGL in the UV Editor ?

2008-03-11 Thread studio
 of Faces in the Map2Obj tool.
In the case of this simple cube I would need three parallel mapping objects.
One for the front and back, one for the sides and one for the top.

But when you want to do serious unwrapping of more complex objects like a
human head, you'll need more advanced tools outside Realsoft. Tools that
support automatic unfolding of your mesh. Tools that only need a line across
your object to serve as a seam. The rest will be done almost automatically.

I hope this helps a bit. Unwrapping objects will take some study to get
familiar with.

Arjo.


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:owner-
[EMAIL PROTECTED] Namens studio
Verzonden: dinsdag 11 maart 2008 21:17
Aan: user-list@light.realsoft3d.com
Onderwerp: Re: Can We Use OpenGL in the UV Editor ?

 Before I continue I would like to know if this sort of thing is what
you're
 looking for.
 Arjo.

  I forgot to mention I can add a texture via the SDS's Col Tab ,
but when I drag and drop a shader onto the mesh in UV Editor ,
the object get's shaded , but the UV mesh does not .

garry





Can We Use OpenGL in the UV Editor ?

2008-03-10 Thread studio
Is the realtime OpenGL shading broken in the UV Editor
Window too , or is it just my OpenGL card , or am I
just not using it correctly , or rather , is it not
set up to show a fully OGL shaded UV Mesh ?

Correct me if I'm wrong but it would seem to me that
one would want a real-time representation of exactly
what is already mapped on the SDS object . What bet-
ter way to see that , than viewing it directly on the
shaded wireframe representation in the UV Editor ?

  The 'UV View' Properties Window shows the option to
have OpenGL Shaded , but nothing I have ever seen in
the manual about UV Editing (1 or 2?) meager pages ,
shows any OGL shading .

 So , I have to wonder , is it broken , or is the UV
Properties window erroneously trying to apply shading
that hasn't actually been coded into RSV6 yet ? Or am
I not interpreting this option properly ?

studio


Re: Can We Use OpenGL in the UV Editor ?

2008-03-10 Thread studio
 Well i can not give any mouse command in the UV view prop window ,
 it does not reacte at all ??- see JPG. 
 andre

Wow :

  I have been able to use that window all afternoon , and
now , after I got your mail , it is also completely dead !

That's crazy . Like some kind of time bomb , or something .

You are on 64 bit , no ? I'm XP-pro 32 .

Anyway , if you want to try to learn some SDS texturing
clues (and there are very few around for RS) go to this
link from the forum and see a neat flash video . 25 MB

http://www.henergy.kiev.ua/tutrs3d/rs_painting/rs_painting.html

  I spent hours trying to duplicate it but it was somewhat
comedic . It works , but renders differently than the OGL
shows , and the face mappings seem to not want to remember
the colors I assigned them . 

I was experimenting on that bizzare default SDS Cylinder
so maybe that's part of the problem .

garry



  Is the realtime OpenGL shading broken in the UV Editor
  Window too , or is it just my OpenGL card , or am I
  just not using it correctly , or rather , is it not
  set up to show a fully OGL shaded UV Mesh ?
  
  Correct me if I'm wrong but it would seem to me that
  one would want a real-time representation of exactly
  what is already mapped on the SDS object . What bet-
  ter way to see that , than viewing it directly on the
  shaded wireframe representation in the UV Editor ?
  
   The 'UV View' Properties Window shows the option to
  have OpenGL Shaded , but nothing I have ever seen in
  the manual about UV Editing (1 or 2?) meager pages ,
  shows any OGL shading .
  
  So , I have to wonder , is it broken , or is the UV
  Properties window erroneously trying to apply shading
  that hasn't actually been coded into RSV6 yet ? Or am
  I not interpreting this option properly ?
  
  studio