source: GTP/trunk/App/Demos/Vis/FriendlyCulling/powerplant.env @ 3295

Revision 3295, 2.6 KB checked in by mattausch, 15 years ago (diff)
Line 
1#####################################################
2#   environment file for the friendlyculling demo   #
3#####################################################
4
5
6###########################
7## powerplant options
8
9# static geometry
10filename=PowerPlantM
11bvhname=PowerPlantM
12
13visibilitySolution=power-plant-2c-xx-1000b-pgv2
14#visibilitySolution=power-plant-2c-xx-1000d-pgv
15#visibilitySolution=power-plant-2c-xx-1000b-spgvu
16viewCellsScaleFactor=0.05f
17
18useSkylightForIllum=1
19skyDomeScaleFactor=1000.0f
20
21walkThroughSuffix=walkthrough_pp_1
22
23################
24# misc stuff
25
26useLODs=1
27# shadow map size
28shadowSize=4096
29# the filename for the statistics
30statsFilename=mystats
31#walkThroughSuffix=walkthrough_pp_1
32
33# use potentially visible sets?
34usePvs=0
35
36# if using pvs, this specifies the name of the visibility solution
37visibilitySolutionInitialState=500000000
38
39
40############
41## chc++ options
42
43assumedVisibleFrames=10
44maxBatchSize=50
45# triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
46#trianglesPerVirtualLeaf=300
47trianglesPerVirtualLeaf=0
48# max depth for searching for nodes for tight bounds
49maxDepthForTestingChildren=3
50
51
52####################
53## camera / light options
54
55# move speed
56keyRotation=0.5f
57keyForwardMotion=500.0f
58mouseMotion=10.0f
59
60# initial camera orientation
61#camDirection=1 0 0
62
63#camPosition=-1320.57 -6306.34 3603
64#camDirection=0.292156 0.9556 0.0383878
65
66#camDirection=-0.917729 -0.397207 -0
67#camPosition=1145.31 413.602 186.678
68camPosition=763.554 -10254.5 2604
69camDirection=-0.0975121 0.994494 0.0383878
70
71lightDirection=0.360937 0.0267167 -0.932207
72#lightDirection=0.509293 0.784034 -0.35484
73
74
75#####################
76## window options
77
78#winWidth=800
79#winHeight=600
80
81winWidth=1024
82winHeight=768
83
84useFullScreen=0
85
86# the used render method (forward, forward + depth pass, deferred, deferred + depth pass
87#renderMethod=2
88renderMethod=0
89
90#modelPath=data/city/model/
91
92
93############
94## shader options for deferred rendering
95
96# tone mapping
97useHDR=0
98# use antialiasing
99useAA=0
100# show lense flare
101useLenseFlare=1
102# use ssao / color bleeding
103useAdvancedShading=1
104# skylight turbitity
105turbitity=3.0f
106#turbitity=2.0f
107#sky dome scale factor
108
109
110###############
111## ssao options
112
113# use full resolution ssao (vs. half resoltion)
114ssaoUseFullResolution=1
115# ssao kernel radius
116#ssaoKernelRadius=8e-1f
117ssaoKernelRadius=4e-1f
118# ssao sample intensity
119#ssaoSampleIntensity=0.2f
120ssaoSampleIntensity=0.8f
121# ssao temporal coherence factor
122tempCohFactor=2000.0f
123# ssao filter radius
124ssaoFilterRadius=12.0f
125
126
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