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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