[3295] | 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 | ## powerplant options
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| 8 |
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| 9 | # static geometry
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| 10 | filename=PowerPlantM
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| 11 | bvhname=PowerPlantM
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| 12 |
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| 13 | visibilitySolution=power-plant-2c-xx-1000b-pgv2
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| 14 | #visibilitySolution=power-plant-2c-xx-1000d-pgv
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| 15 | #visibilitySolution=power-plant-2c-xx-1000b-spgvu
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| 16 | viewCellsScaleFactor=0.05f
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| 17 |
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| 18 | useSkylightForIllum=1
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| 19 | skyDomeScaleFactor=1000.0f
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| 20 |
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| 21 | walkThroughSuffix=walkthrough_pp_1
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| 22 |
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| 23 | ################
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| 24 | # misc stuff
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| 25 |
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| 26 | useLODs=1
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| 27 | # shadow map size
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| 28 | shadowSize=4096
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| 29 | # the filename for the statistics
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| 30 | statsFilename=mystats
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| 31 | #walkThroughSuffix=walkthrough_pp_1
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| 32 |
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| 33 | # use potentially visible sets?
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| 34 | usePvs=0
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| 35 |
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| 36 | # if using pvs, this specifies the name of the visibility solution
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| 37 | visibilitySolutionInitialState=500000000
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| 38 |
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| 39 |
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| 40 | ############
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| 41 | ## chc++ options
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| 42 |
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| 43 | assumedVisibleFrames=10
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| 44 | maxBatchSize=50
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| 45 | # triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
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| 46 | #trianglesPerVirtualLeaf=300
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| 47 | trianglesPerVirtualLeaf=0
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| 48 | # max depth for searching for nodes for tight bounds
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| 49 | maxDepthForTestingChildren=3
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| 50 |
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| 51 |
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| 52 | ####################
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| 53 | ## camera / light options
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| 54 |
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| 55 | # move speed
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| 56 | keyRotation=0.5f
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| 57 | keyForwardMotion=500.0f
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| 58 | mouseMotion=10.0f
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| 59 |
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| 60 | # initial camera orientation
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| 61 | #camDirection=1 0 0
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| 62 |
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| 63 | #camPosition=-1320.57 -6306.34 3603
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| 64 | #camDirection=0.292156 0.9556 0.0383878
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| 65 |
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| 66 | #camDirection=-0.917729 -0.397207 -0
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| 67 | #camPosition=1145.31 413.602 186.678
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| 68 | camPosition=763.554 -10254.5 2604
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| 69 | camDirection=-0.0975121 0.994494 0.0383878
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| 70 |
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| 71 | lightDirection=0.360937 0.0267167 -0.932207
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| 72 | #lightDirection=0.509293 0.784034 -0.35484
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| 73 |
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| 74 |
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| 75 | #####################
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| 76 | ## window options
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| 77 |
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| 78 | #winWidth=800
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| 79 | #winHeight=600
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| 80 |
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| 81 | winWidth=1024
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| 82 | winHeight=768
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| 83 |
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| 84 | useFullScreen=0
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| 85 |
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| 86 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
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| 87 | #renderMethod=2
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| 88 | renderMethod=0
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| 89 |
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| 90 | #modelPath=data/city/model/
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| 91 |
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| 92 |
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| 93 | ############
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| 94 | ## shader options for deferred rendering
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| 95 |
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| 96 | # tone mapping
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| 97 | useHDR=0
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| 98 | # use antialiasing
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| 99 | useAA=0
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| 100 | # show lense flare
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| 101 | useLenseFlare=1
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| 102 | # use ssao / color bleeding
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| 103 | useAdvancedShading=1
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| 104 | # skylight turbitity
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| 105 | turbitity=3.0f
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| 106 | #turbitity=2.0f
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| 107 | #sky dome scale factor
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| 108 |
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| 109 |
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| 110 | ###############
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| 111 | ## ssao options
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| 112 |
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| 113 | # use full resolution ssao (vs. half resoltion)
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| 114 | ssaoUseFullResolution=1
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| 115 | # ssao kernel radius
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| 116 | #ssaoKernelRadius=8e-1f
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| 117 | ssaoKernelRadius=4e-1f
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| 118 | # ssao sample intensity
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| 119 | #ssaoSampleIntensity=0.2f
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| 120 | ssaoSampleIntensity=0.8f
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| 121 | # ssao temporal coherence factor
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| 122 | tempCohFactor=2000.0f
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| 123 | # ssao filter radius
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| 124 | ssaoFilterRadius=12.0f
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| 125 |
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| 126 |
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