[2315] | 1 | OnlineCullingAlgorithm=RUC
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| 2 | DepthPass=no
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| 3 | Scene=terrain
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| 4 |
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| 5 | # The main world texture (if you wish the terrain manager to create a material for you)
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| 6 | WorldTexture=terrain_texture.jpg
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| 7 |
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| 8 | # The detail texture (if you wish the terrain manager to create a material for you)
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| 9 | DetailTexture=terrain_detail.jpg
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| 10 |
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| 11 | #number of times the detail texture will tile in a terrain tile
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| 12 | DetailTile=3
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| 13 |
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| 14 | # Heightmap source
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| 15 | PageSource=Heightmap
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| 16 |
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| 17 | # Heightmap-source specific settings
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| 18 | Heightmap.image=terrain.png
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| 19 |
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| 20 | # If you use RAW, fill in the below too
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| 21 | # RAW-specific setting - size (horizontal/vertical)
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| 22 | #Heightmap.raw.size=513
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| 23 | # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
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| 24 | #Heightmap.raw.bpp=2
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| 25 |
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| 26 | # How large is a page of tiles (in vertices)? Must be (2^n)+1
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| 27 | PageSize=513
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| 28 |
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| 29 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize
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| 30 | TileSize=65
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| 31 |
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| 32 | # The maximum error allowed when determining which LOD to use
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| 33 | MaxPixelError=3
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| 34 |
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| 35 | # The size of a terrain page, in world units
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| 36 | PageWorldX=1500
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| 37 | PageWorldZ=1500
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| 38 | # Maximum height of the terrain
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| 39 | MaxHeight=100
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| 40 |
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| 41 | # Upper LOD limit
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| 42 | MaxMipMapLevel=5
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| 43 |
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| 44 | #VertexNormals=yes
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| 45 | #VertexColors=yes
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| 46 | #UseTriStrips=yes
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| 47 |
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| 48 | # Use vertex program to morph LODs, if available
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| 49 | VertexProgramMorph=yes
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| 50 |
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| 51 | # The proportional distance range at which the LOD morph starts to take effect
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| 52 | # This is as a proportion of the distance between the current LODs effective range,
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| 53 | # and the effective range of the next lower LOD
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| 54 | LODMorphStart=0.2
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| 55 |
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| 56 | # This following section is for if you want to provide your own terrain shading routine
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| 57 | # Note that since you define your textures within the material this makes the
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| 58 | # WorldTexture and DetailTexture settings redundant
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| 59 |
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| 60 | # The name of the vertex program parameter you wish to bind the morph LOD factor to
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| 61 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
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| 62 | # to the same position as the next lower LOD
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| 63 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
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| 64 | #MorphLODFactorParamName=morphFactor
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| 65 |
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| 66 | # The index of the vertex program parameter you wish to bind the morph LOD factor to
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| 67 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
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| 68 | # to the same position as the next lower LOD
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| 69 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
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| 70 | #MorphLODFactorParamIndex=4
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| 71 |
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| 72 | # The name of the material you will define to shade the terrain
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| 73 | #CustomMaterialName=TestTerrainMaterial
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| 74 |
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| 75 |
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