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About Mik

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  1. I should have been more specific: OpenGL will render the curved joins more smoothly in higher resolution, yes, if you want to deal with the performance. But all the other fine rendering modes I have found to leave the jagged lines visible more or less.
  2. Lines in hidden line view and jagged mismatching them in rendering modes:
  3. The problem was with OpenGl on design layers for me. It doesn't matter what kind of texture it is and it is not selective about the nature of the texture content. I try clicking around on things, moving in/out, changing views, etc. These things sometimes get it to come back. Other times, delete and recreate, close and reopen, etc.
  4. This problem persists in SP 5.3.
  5. Same here on SP5.3 ! For a while I was having luck getting textures to display by selecting the last item in the drop-down Part menu of the OIP. I did not even have to change that item - just selecting it would cause the other side I wanted to texture to appear. But then it would stop working altogether. Sometimes it will render the next texture from the list of textures chosen. So I would chose the wrong texture to get the correct one to display. But that stopped working as well. It just doesn't work reliably. Extremely frustrating when you have clients that need rendered work for review.
  6. It's usually like this for me: one glitch turns into the discovery of a bunch of them and halts progress. Trying to join a curved 2x6 wall to a straight 2x4 wall. It worked on the lower side (see first image below) but the top side continues to give error that the "parts do not completely intersect". Zoomed in close to the failed join and saw the curved wall is .022" short of the straight. Given that it is a curved wall based on a center point, I can see why it would reject the join but just bombing isn't very helpful. A message like, "You need to increase/decrease the radius of the curved wall or reposition the intersecting wall ..." would be more instructive. Anyway, I pulled the straight wall down .022" and made the join but it caused the whole thing to be hollow - shown in second image. When hollow like that, it can only be seen in plan view. Any other 3d view leaves an odd 90-degree line echo of the wall: So, reboot, etc. - no change. Fresh file with nothing but a design layer and a few walls below and it won't join at all regardless of alignment. The only thing it will do is alter the course of the straight wall if you start the curved wall from the middle of the straight wall. (Which I do not want - I need an intersection.) Since it worked in one location, failed on the other side, caused one to disappear, and fails to get anywhere on a fresh file, I am inclined to think this is a bug. I am on VW2019 SP5.3 On the shy chance someone has an idea or workaround for this, I am "all ears". Regards, Mik
  7. michaelk, If we turn off a class that contains high-vertex count meshes (for say plumbing fixtures), will VW quit trying to process them or does it process them anyway? I believe I tried this and did not notice any gains but was done on a more complete project where there was plenty else to process so hard to say what is happening.
  8. Thanks Wes. What is the proper way to use this? When I place it on my floors it shows a caution symbol. When the point is dragged, it shows 0 sq. ft.
  9. Thanks Wes but my VW 2019 said this was from a previous version and would convert it but then could not do it.
  10. Hats off to you for creative workarounds but Vectorworks should just show it in the OIP like they do for other things. Basic functionality and usability is really lacking in this app.
  11. grant_PD: I'm with you. Its a completely simple thing for Vectorworks to just show the area in the OIP but it is bereft of a lot of data. The Vectorworks help shows a lot of data including area for slabs in the OIP but that is not true for floors. And the Volumetric properties as someone suggested gives the area all around the slab (top, bottom, sides) so that is useless when trying to get floor square footages for various purposes. Consequently, to reference the size of a floor, we have to go back and draw another polygon over it to find out. It is this kind of thing that makes Vectorworks so frustrating to use.
  12. Mik

    OpenGL died

    I created a new file, copy/pasted only the relevant things from the old file to new, and fixed a bunch of things that broke from the copy. (Alignment seems to break for some things like columns, some plumbing fixtures, 2d objects, etc.) Everything was running smoothly until I started messing with the door that is highlighted in the first screen shot. The problem wasn't coming from Microsoft's coincidental update or drivers, etc., it was that door. I had been experimenting with a lintel and noticed when I made changes to the thickness or protrusion that it would remove the door from the wall. It was still in the same location but it was no longer identified as "Door In Wall" in the OIP. I would try to pull it out and replace in the wall unsuccessfully. Undoing the changes would get back to "Door In Wall" but would sometimes leave the changes I made to the lintel intact anyway. I originally ignored the annoying pop out since it seemed to get the changes in place despite using Undo. Once this happens, however, I notice that the door will not highlight under the mouse at all from any view. But if you click on it, you can select it. Anyway, after running into this door popping out problem, the strange disappearing act of views from left to front quadrant return and OpenGL looked wonky again. I have now gone to a backup from before the door changes. Things are fine and have now made several modifications to the door and it has not flipped out yet. Crossing my fingers because I need to finish this to meet with client. But hope VW people are going to look into this. While working with my door, I am stymied by another VW limitation: muntin options available for door transoms are less than regular windows. In fact, muntins in general for VW are limited to a sort of elementary "popular" set of options. Often standard product orders just can't be created w/VW. I have to go manually draw lines all over elevation sheets which takes time while perspective views are just about off the table. We need the ability to set muntins wherever we like - which leads me back to a previous complaint I posted about the disappearing element of an intuitive WYSIWYG interface to VW. Why not just show the window/door diagram in the settings box and give us the option to visually lay out the muntins? We can move around till we like and/or place by measurement entries. (This includes curves as well as straight lines.)
  13. Mik

    OpenGL died

    I found that if I did not zoom and move "manually" over to the 0,0 XY location, I could select the object and delete. This was from an .obj that had 40 meshes. With it removed, I seem to be able to move around without anything crashing now but the original problem persists: the model disappears altogether when trying to view from the quadrant of left to front and OpenGL looks wonky in any view (but still blank in left-to-front quadrant). Should my model be at 0,0 ? Why are sheet lines lined up with my model but several hundred feet away from 0,0? I am going to try copying everything out of this file into a new file with the origin in center.
  14. Mik

    OpenGL died

    Okay, so I realize that in going back and forth from BSeigel's instructions and the screen, I skipped over turning on all layers as well as classes. In trying different layers, I found something but have not been able to select it. As soon as I zoom out enough and try to select, VW locks up. And here's the thing: the small line or whatever at 400'-600' away from my model is showing up at 0 center on the XY measurements at the edges. It is the model that is way out from 0 but the sheet lines indicate the model is in the proper area. I managed to get a screen shot before crash:
  15. Mik

    OpenGL died

    Dave, I should have checked that. The driver did need updating but the problem persists after updating to the current NVIDIA driver.


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