1 | #####################################################
|
---|
2 | # environment file for the friendlyculling demo #
|
---|
3 | #####################################################
|
---|
4 |
|
---|
5 |
|
---|
6 | ################
|
---|
7 | # misc stuff
|
---|
8 |
|
---|
9 | filename=sibenik
|
---|
10 |
|
---|
11 | useLODs=1
|
---|
12 |
|
---|
13 | # shadow map size
|
---|
14 | shadowSize=1024
|
---|
15 |
|
---|
16 | # the filenames given to recorded frames (+ number.bmp)
|
---|
17 | recordedFramesSuffix=frames/vienna_frame
|
---|
18 |
|
---|
19 | # the filename for the statistics
|
---|
20 | statsFilename=mystats
|
---|
21 | walkThroughSuffix=walkthrough_vienna
|
---|
22 |
|
---|
23 | # use potentially visible sets?
|
---|
24 | usePvs=0
|
---|
25 |
|
---|
26 | viewCellsScaleFactor=1.0f
|
---|
27 | useSkylightForIllum=0
|
---|
28 |
|
---|
29 |
|
---|
30 | visibilitySolutionInitialState=500000000
|
---|
31 | # renderMode: Frustum Culling, Stop And Wait, CHC, CHC ++
|
---|
32 | renderMode=3
|
---|
33 |
|
---|
34 | ############
|
---|
35 | ## chc++ options
|
---|
36 |
|
---|
37 | assumedVisibleFrames=10
|
---|
38 | maxBatchSize=50
|
---|
39 | # triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
|
---|
40 | #trianglesPerVirtualLeaf=300
|
---|
41 | trianglesPerVirtualLeaf=0
|
---|
42 | # max depth for searching for nodes for tight bounds
|
---|
43 | maxDepthForTestingChildren=3
|
---|
44 |
|
---|
45 |
|
---|
46 | ####################
|
---|
47 | ## camera / light options
|
---|
48 |
|
---|
49 | # move speed
|
---|
50 | keyRotation=0.5f
|
---|
51 | keyForwardMotion=20.0f
|
---|
52 | keyForwardMotion=30.0f
|
---|
53 |
|
---|
54 | camPosition=53.7718 -2.29418 8.67807
|
---|
55 | camDirection=-0.994522 0.104525 -0
|
---|
56 |
|
---|
57 | #lightDirection=0.509293 0.784034 -0.35484
|
---|
58 | #lightDirection=0.360937 0.0267167 -0.932207
|
---|
59 | lightDirection=0.556361 0.559966 -0.613923
|
---|
60 |
|
---|
61 | #####################
|
---|
62 | ## window options
|
---|
63 |
|
---|
64 | #winWidth=800
|
---|
65 | #winHeight=600
|
---|
66 |
|
---|
67 | winWidth=1024
|
---|
68 | winHeight=768
|
---|
69 |
|
---|
70 | useFullScreen=0
|
---|
71 |
|
---|
72 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
|
---|
73 | #renderMethod=2
|
---|
74 | renderMethod=0
|
---|
75 |
|
---|
76 | #modelPath=data/city/model/
|
---|
77 |
|
---|
78 |
|
---|
79 | ############
|
---|
80 | ## shader options for deferred rendering
|
---|
81 |
|
---|
82 | # tone mapping
|
---|
83 | useHDR=0
|
---|
84 | # use antialiasing
|
---|
85 | useAA=0
|
---|
86 | # show lense flare
|
---|
87 | useLenseFlare=0
|
---|
88 | # use ssao / color bleeding
|
---|
89 | useAdvancedShading=1
|
---|
90 | # skylight turbitity
|
---|
91 | turbitity=3.0f
|
---|
92 | #turbitity=2.0f
|
---|
93 | #sky dome scale factor
|
---|
94 | skyDomeScaleFactor=15.0f
|
---|
95 |
|
---|
96 |
|
---|
97 | ###############
|
---|
98 | ## ssao options
|
---|
99 |
|
---|
100 | # use full resolution ssao (vs. half resoltion)
|
---|
101 | ssaoUseFullResolution=1
|
---|
102 | # ssao kernel radius
|
---|
103 | ssaoKernelRadius=2.5f
|
---|
104 | # ssao sample intensity
|
---|
105 | #ssaoSampleIntensity=0.2f
|
---|
106 | ssaoSampleIntensity=0.8f
|
---|
107 | # ssao temporal coherence factor
|
---|
108 | tempCohFactor=2000.0f
|
---|
109 | # ssao filter radius
|
---|
110 | ssaoFilterRadius=12.0f
|
---|
111 |
|
---|
112 |
|
---|
113 | defaultAmbient=0.4 0.4 0.4
|
---|
114 | defaultDiffuse=1.4 1.4 1.4
|
---|