[3119] | 1 | #####################################################
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| 2 | # environment file for the friendlyculling demo #
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| 3 | #####################################################
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[2828] | 4 |
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[3119] | 5 |
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[3220] | 6 | ################
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| 7 | # misc stuff
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[3119] | 8 |
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[3220] | 9 | useLODs=1
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[3223] | 10 | # shadow map size
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[3220] | 11 | shadowSize=4096
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| 12 | # the filenames given to recorded frames (+ number.bmp)
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| 13 | recordedFramesSuffix=image
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[3223] | 14 | # the filename for the statistics
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| 15 | statsFilename=mystats.log
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[3220] | 16 |
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| 17 |
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[3117] | 18 | ############
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[3217] | 19 | ## chc++ options
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[3117] | 20 |
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[2828] | 21 | assumedVisibleFrames=10
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| 22 | maxBatchSize=50
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[3117] | 23 | # triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
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[3202] | 24 | trianglesPerVirtualLeaf=300
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[3215] | 25 | # max depth for searching for nodes for tight bounds
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[3202] | 26 | maxDepthForTestingChildren=3
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[3123] | 27 |
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[3117] | 28 |
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[3119] | 29 | ####################
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[3217] | 30 | ## camera / light options
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[3119] | 31 |
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[3117] | 32 | # move speed
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| 33 | keyForwardMotion=5.0f
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| 34 | keyRotation=0.5f
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| 35 | #keyForwardMotion=20.0f
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| 36 | #keyRotation=1.5f
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| 37 |
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[3119] | 38 | # initial camera position
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[3134] | 39 | #camPosition=483.398f 242.364f 186.078f
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[3119] | 40 | # initial camera orientation
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[3134] | 41 | #camDirection=1 0 0
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[3117] | 42 |
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[3227] | 43 | camPosition=468.025 267.591 182.478
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| 44 | camDirection=0.937282 0.348573 -0
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[3134] | 45 |
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[3115] | 46 | #lightDirection=-0.8f 1.0f -0.7f
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| 47 | lightDirection=-0.3f 0.2f -0.7f
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[3117] | 48 |
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[3119] | 49 |
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| 50 | #####################
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[3217] | 51 | ## window options
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[3119] | 52 |
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[3227] | 53 | #winWidth=800
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| 54 | #winHeight=600
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[3212] | 55 |
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[3227] | 56 | winWidth=1024
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| 57 | winHeight=768
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[3119] | 58 |
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[2868] | 59 | useFullScreen=0
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[3117] | 60 |
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[3175] | 61 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
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| 62 | renderMethod=2
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[3119] | 63 |
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[2846] | 64 | #modelPath=data/city/model/
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[2838] | 65 |
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[2846] | 66 |
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[2838] | 67 | ############
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[3217] | 68 | ## shader options for deferred rendering
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[2846] | 69 |
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[3115] | 70 | # tone mapping
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[3175] | 71 | useHDR=0
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[3193] | 72 |
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[3175] | 73 | # use antialiasing
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[3216] | 74 | useAA=0
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[3193] | 75 |
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[3215] | 76 | # show lense flare
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| 77 | useLenseFlare=1
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| 78 |
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[3175] | 79 | # use ssao / color bleeding
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[3193] | 80 | useAdvancedShading=1
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| 81 |
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| 82 | # skylight turbitity
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[3202] | 83 | turbitity=3.0f
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| 84 |
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[3216] | 85 |
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| 86 | ###############
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| 87 | ## ssao options
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| 88 |
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| 89 | # use full resolution ssao (vs. half resoltion)
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[3225] | 90 | ssaoUseFullResolution=1
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[3216] | 91 | # ssao kernel radius
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[3227] | 92 | #ssaoKernelRadius=8e-1f
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| 93 | ssaoKernelRadius=4e-1f
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[3216] | 94 | # ssao sample intensity
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[3227] | 95 | #ssaoSampleIntensity=0.2f
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[3230] | 96 | ssaoSampleIntensity=0.8f
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[3216] | 97 | # ssao temporal coherence factor
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[3230] | 98 | tempCohFactor=2000.0f
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[3216] | 99 | # ssao filter radius
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| 100 | ssaoFilterRadius=12.0f |
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