source: GTP/trunk/App/Demos/Illum/Ogre/Media/VisTerrain.cfg @ 2315

Revision 2315, 2.4 KB checked in by szirmay, 18 years ago (diff)
Line 
1OnlineCullingAlgorithm=RUC
2DepthPass=no
3Scene=terrain
4
5# The main world texture (if you wish the terrain manager to create a material for you)
6WorldTexture=terrain_texture.jpg
7
8# The detail texture (if you wish the terrain manager to create a material for you)
9DetailTexture=terrain_detail.jpg
10
11#number of times the detail texture will tile in a terrain tile
12DetailTile=3
13
14# Heightmap source
15PageSource=Heightmap
16
17# Heightmap-source specific settings
18Heightmap.image=terrain.png
19
20# If you use RAW, fill in the below too
21# RAW-specific setting - size (horizontal/vertical)
22#Heightmap.raw.size=513
23# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
24#Heightmap.raw.bpp=2
25
26# How large is a page of tiles (in vertices)? Must be (2^n)+1
27PageSize=513
28
29# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
30TileSize=65
31
32# The maximum error allowed when determining which LOD to use
33MaxPixelError=3
34
35# The size of a terrain page, in world units
36PageWorldX=1500
37PageWorldZ=1500
38# Maximum height of the terrain
39MaxHeight=100
40
41# Upper LOD limit
42MaxMipMapLevel=5
43
44#VertexNormals=yes
45#VertexColors=yes
46#UseTriStrips=yes
47
48# Use vertex program to morph LODs, if available
49VertexProgramMorph=yes
50
51# The proportional distance range at which the LOD morph starts to take effect
52# This is as a proportion of the distance between the current LODs effective range,
53# and the effective range of the next lower LOD
54LODMorphStart=0.2
55
56# This following section is for if you want to provide your own terrain shading routine
57# Note that since you define your textures within the material this makes the
58# WorldTexture and DetailTexture settings redundant
59
60# The name of the vertex program parameter you wish to bind the morph LOD factor to
61# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
62# to the same position as the next lower LOD
63# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
64#MorphLODFactorParamName=morphFactor
65
66# The index of the vertex program parameter you wish to bind the morph LOD factor to
67# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
68# to the same position as the next lower LOD
69# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
70#MorphLODFactorParamIndex=4
71
72# The name of the material you will define to shade the terrain
73#CustomMaterialName=TestTerrainMaterial
74
75
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