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    Surfices interfere with eachother

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    • P Offline
      perjo
      last edited by

      Hi there,
      I have been using sketch up 6 until yesterday. I hardly never experienced problems with surfices interfering with eachoter in that version.
      After upgrading to sketch up 7, the surfices flicker and blend together all the time. The flickering also appaers on exported 2d views (jpeg). This is really a big problem for me since I use sketch up all the time at work. I have also experienced a lot of crashes with the new version.
      Do anyone have any suggestions how to avoid the flickering and the crashes? Please help me out!

      Best regards
      Per

      (My computer: iMac9,1Intel Core 2 Duo 2.93 GHz Processors:1 Cores:2 L2-cache: 6 MB Memory: 4 GB Busspeed:1.07 GHz)

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      • honoluludesktopH Offline
        honoluludesktop
        last edited by

        When I switched from 6 to 7, one of my computers had graphic driver problems. Try turning off support for OpenGL. If that turns out to be the problem, you need to upgrade your graphic driver, get a compatible card, reinstall 6, or keep OpenGL off.

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        • thomthomT Offline
          thomthom
          last edited by

          Doesn't sound like an OpenGL issue when it happens on 2D export.

          Do you haves screenshots you could show us?

          Thomas Thomassen — SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • P Offline
            perjo
            last edited by

            Thank you for your answers!
            I submit a example of the flickered surfices that appear in both 2d and 3d. Any ideas?


            Example of interfering surfices.

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            • thomthomT Offline
              thomthom
              last edited by

              And you do not have two or more faces laying ontop of each other there?

              Have you updated your graphics drivers?

              Thomas Thomassen — SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • P Offline
                perjo
                last edited by

                Well that might be the thing. I never had to "fill" both sides of an object (outside and inside) with colour before though. Do you guys always fill both the outside and the inside?

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                • thomthomT Offline
                  thomthom
                  last edited by

                  If I apply material to both sides of a face? It depends.

                  Could you upload a sample model where this occurs?

                  Thomas Thomassen — SketchUp Monkey & Coding addict
                  List of my plugins and link to the CookieWare fund

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                  • EscapeArtistE Offline
                    EscapeArtist
                    last edited by

                    I gotta agree that co-planar faces might be the issue, that's what usually gives me the same problem. Usually from re-extruding over the same face or using a plugin that copy/pastes/groups the geometry that I'm working on, like Soap Bubble. OR, it just occurred to me - sometimes when attempting to create surfaces that have very little thickness i.e. a sheet of plywood 1/4" thick, when viewed up close it looks fine; but when you zoom out to view the scene SU has a hard time displaying the faces without having the same issues as co-planar faces. I've not had a GPU driver issue before, so I've no knowledge of how that looks.

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                    • GaieusG Offline
                      Gaieus
                      last edited by

                      Yeah, it definitely seems to be a (maybe just "almost") coplanar z-fighting issue. Do those lamp shades have "thickness"? Or are they just single faced? (painting on the front and back faces - even if you paint different materials on them - shouldn't cause this problem).

                      Such a z-fighting can occur with even not entirely coplanar but very close faces like EscapeArtist says. It happens when the "physical" distance of two faces - viewing from far enough - is already foreshortened enough to be less than 1 pixel on screen; the limit OpanGL can display.

                      In your 2D export that distance must be very very small however (if that's the case) since it's not a very far away shot OR I'd still suggest there are exactly coplanar faces there.

                      Gai...

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