[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 | # misc stuff
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| 8 |
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| 9 | filename=city
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| 10 | bvhname=city
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| 11 |
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| 12 | useLODs=1
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| 13 |
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| 14 | # shadow map size
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| 15 | shadowSize=4096
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| 16 |
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| 17 | # the filenames given to recorded frames (+ number.bmp)
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| 18 | recordedFramesSuffix=frames/vienna_frame
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| 19 |
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| 20 | # the filename for the statistics
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| 21 | statsFilename=mystats
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| 22 | walkThroughSuffix=walkthrough_vienna
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| 23 |
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| 24 | # use potentially visible sets?
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| 25 | usePvs=0
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| 26 |
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| 27 | # if using pvs, this specifies the name of the visibility solution
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| 28 | visibilitySolution=myvienna-3x1-obvh-pgv
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| 29 |
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| 30 | viewCellsScaleFactor=1.0f
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| 31 | useSkylightForIllum=1
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| 32 |
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| 33 | skyDomeScaleFactor=80.0f
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| 34 |
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| 35 | visibilitySolutionInitialState=500000000
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| 36 | # renderMode: Frustum Culling, Stop And Wait, CHC, CHC ++
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| 37 | renderMode=3
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| 38 |
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| 39 | ############
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| 40 | ## chc++ options
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| 41 |
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| 42 | assumedVisibleFrames=10
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| 43 | maxBatchSize=50
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| 44 | # triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
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| 45 | #trianglesPerVirtualLeaf=300
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| 46 | trianglesPerVirtualLeaf=0
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| 47 | # max depth for searching for nodes for tight bounds
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| 48 | maxDepthForTestingChildren=3
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| 49 |
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| 50 |
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| 51 | ####################
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| 52 | ## camera / light options
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| 53 |
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| 54 | # move speed
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| 55 | keyRotation=0.5f
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| 56 | keyForwardMotion=20.0f
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| 57 | keyForwardMotion=30.0f
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| 58 |
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| 59 | # initial camera position
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| 60 | camPosition=483.398f 242.364f 186.078f
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| 61 | # initial camera orientation
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| 62 | camDirection=1 0 0
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| 63 |
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| 64 | #lightDirection=0.509293 0.784034 -0.35484
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| 65 | #lightDirection=0.360937 0.0267167 -0.932207
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| 66 | lightDirection=0.556361 0.559966 -0.613923
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| 67 |
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[3353] | 68 |
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[3295] | 69 | #####################
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| 70 | ## window options
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| 71 |
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| 72 | #winWidth=800
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| 73 | #winHeight=600
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| 74 |
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| 75 | winWidth=1024
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| 76 | winHeight=768
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| 77 |
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| 78 | useFullScreen=0
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| 79 |
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| 80 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
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[3299] | 81 | renderMethod=2
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| 82 | #renderMethod=0
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[3295] | 83 |
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| 84 | #modelPath=data/city/model/
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| 85 |
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| 86 |
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| 87 | ############
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| 88 | ## shader options for deferred rendering
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| 89 |
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| 90 | # tone mapping
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| 91 | useHDR=0
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| 92 | # use antialiasing
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| 93 | useAA=0
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| 94 | # show lense flare
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| 95 | useLenseFlare=1
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| 96 | # use ssao / color bleeding
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| 97 | useAdvancedShading=1
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| 98 | # skylight turbitity
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| 99 | turbitity=3.0f
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| 100 | #turbitity=2.0f
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| 101 | #sky dome scale factor
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| 102 |
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| 103 |
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| 104 | ###############
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| 105 | ## ssao options
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| 106 |
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| 107 | # use full resolution ssao (vs. half resoltion)
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| 108 | ssaoUseFullResolution=1
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| 109 | # ssao kernel radius
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| 110 | #ssaoKernelRadius=8e-1f
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| 111 | ssaoKernelRadius=4e-1f
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| 112 | # ssao sample intensity
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[3342] | 113 | ssaoSampleIntensity=0.2f
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| 114 | #ssaoSampleIntensity=0.8f
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[3295] | 115 | # ssao temporal coherence factor
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| 116 | tempCohFactor=2000.0f
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| 117 | # ssao filter radius
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[3306] | 118 | ssaoFilterRadius=3.0f
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