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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