Talk:North American P-51 Mustang: Difference between revisions

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:::BTW, minimal system requirements for fg are an OpenGL2.1/GLSL1.2 capable card, period. That's what it needs to run, until further notice (a port to OpenGL3.1+ will have to be done sooner or later). That means a generation 8xxx nVidia card or the ATI equivalent (I'm not even going to discuss the IGP solutions as they're not worth it). They're by far not current cards, but they can and should handle it very well, if things are properly optimized. (Would it interest you if I told you I can run trees and random buildings at density 2.9 on an 8800GT with minimal framerate impact? Oh yeah, with dense 'grass' generated nearby too? This requires minimal changes to the source, but its not really prime-time ready yet)
:::BTW, minimal system requirements for fg are an OpenGL2.1/GLSL1.2 capable card, period. That's what it needs to run, until further notice (a port to OpenGL3.1+ will have to be done sooner or later). That means a generation 8xxx nVidia card or the ATI equivalent (I'm not even going to discuss the IGP solutions as they're not worth it). They're by far not current cards, but they can and should handle it very well, if things are properly optimized. (Would it interest you if I told you I can run trees and random buildings at density 2.9 on an 8800GT with minimal framerate impact? Oh yeah, with dense 'grass' generated nearby too? This requires minimal changes to the source, but its not really prime-time ready yet)


:::Please note that above I'm talking about 'optimization', and not about simplified/featureless models/textures/etc. for "low end specs". What you're doing with a "modern" GPU is simply offsetting the  rather huge unoptimized part with raw "power", and that's not ok any way you look at it. (And yes, this optimization will help the higher end GPUs too, as they will be able to cram even more stuff in the scene, or do some extra interesting things without choking)
:::Please note that above I'm talking about 'optimization', and not about simplified/featureless models/textures/etc. for "low end specs". What you're doing with a "modern" GPU is simply offsetting the  rather huge unoptimized part with raw "power", and that's not ok any way you look at it. (And yes, this optimization will help the higher end GPUs too, as they will be able to cram even more stuff in the scene, or do some extra interesting things without choking). And frankly, the fact that FG can't run at a steady vsync-locked 60fps on that system, would ring lots of alarm bells if I were you.


:::As to the issue with parenting in blender. You have to reset your objects origins and make them all have a 0 offset to the parent. '''Shift+c''' to reset 3d cursor to scene origin (0,0,0). Select the parent -> '''Object''' -> '''Transform''' ->'''Origin to 3d Cursor'''. Then with the parent still selected-> '''Shift + g''' -> '''Children''' (to select all children objects). '''Alt+p''' -> '''Clear parent and keep transform''' (to clear the "wrong" parent relationship), then keeping all the children selected '''Object''' -> '''Transform''' -> '''Origin to 3d Cursor'''. Then with the children still selected, '''shift select''' the parent, '''ctrl + p''' -> '''Object''' (to reparent them).
:::As to the issue with parenting in blender. You have to reset your objects origins and make them all have a 0 offset to the parent. '''Shift+c''' to reset 3d cursor to scene origin (0,0,0). Select the parent -> '''Object''' -> '''Transform''' ->'''Origin to 3d Cursor'''. Then with the parent still selected-> '''Shift + g''' -> '''Children''' (to select all children objects). '''Alt+p''' -> '''Clear parent and keep transform''' (to clear the "wrong" parent relationship), then keeping all the children selected '''Object''' -> '''Transform''' -> '''Origin to 3d Cursor'''. Then with the children still selected, '''shift select''' the parent, '''ctrl + p''' -> '''Object''' (to reparent them).
:::'''Do not''' parent '''glass''' and/or other '''transparent objects''' to the main parent. Also if using '''different effects''' on different objects, those with the different effect '''cannot be''' parented to the main parent (they will have their effect '''overwritten''' by the parent's)
:::'''Do not''' parent '''glass''' and/or other '''transparent objects''' to the main parent. Also if using '''different effects''' on different objects, those with the different effect '''cannot be''' parented to the main parent (they will have their effect '''overwritten''' by the parent's)
:::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 01:51, 11 August 2014 (UTC)
:::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 01:51, 11 August 2014 (UTC)
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