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1 | #####################################################
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2 | # environment file for the friendlyculling demo #
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3 | #####################################################
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4 |
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5 |
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6 |
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7 | ############
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8 | # chc++ options
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9 |
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10 | assumedVisibleFrames=10
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11 | maxBatchSize=50
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12 | # triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
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13 | trianglesPerVirtualLeaf=300
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14 |
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15 | maxDepthForTestingChildren=3
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16 |
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17 | ################
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18 |
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19 | useLODs=1
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20 | shadowSize=4096
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21 |
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22 | ####################
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23 | # camera / light options
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24 |
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25 | # move speed
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26 | keyForwardMotion=5.0f
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27 | keyRotation=0.5f
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28 | #keyForwardMotion=20.0f
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29 | #keyRotation=1.5f
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30 |
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31 | # initial camera position
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32 | #camPosition=483.398f 242.364f 186.078f
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33 | # initial camera orientation
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34 | #camDirection=1 0 0
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35 |
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36 | #camPosition=468.025 267.591 182.478
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37 | #camDirection=0.937282 0.348573 -0
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38 |
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39 | # bad view point (culling bug!)
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40 | camPosition=469.381 267.293 184.778
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41 | camDirection=0.142006 0.645885 -0.750111
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42 |
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43 | #lightDirection=-0.8f 1.0f -0.7f
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44 | lightDirection=-0.3f 0.2f -0.7f
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45 |
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46 |
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47 | #####################
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48 | # window options
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49 |
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50 | winWidth=1024
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51 | winHeight=768
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52 |
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53 | useFullScreen=0
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54 |
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55 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
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56 | renderMethod=2
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57 |
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58 | #modelPath=data/city/model/
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59 |
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60 |
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61 | ############
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62 | # shader options for deferred rendering
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63 |
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64 | # ssao temporal coherence factor
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65 | tempCohFactor=100.0f
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66 | # tone mapping
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67 | useHDR=0
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68 | # use antialiasing
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69 | useAA=1
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70 | # use ssao / color bleeding
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71 | useAdvancedShading=1 |
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