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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68 | #####################
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69 | ## window options
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70 |
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71 | #winWidth=800
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72 | #winHeight=600
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73 |
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74 | winWidth=1024
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75 | winHeight=768
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76 |
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77 | useFullScreen=0
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78 |
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79 | # the used render method (forward, forward + depth pass, deferred, deferred + depth pass
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80 | renderMethod=2
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81 | #renderMethod=0
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82 |
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83 | #modelPath=data/city/model/
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84 |
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85 |
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86 | ############
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87 | ## shader options for deferred rendering
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88 |
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89 | # tone mapping
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90 | useHDR=0
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91 | # use antialiasing
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92 | useAA=0
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93 | # show lense flare
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94 | useLenseFlare=1
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95 | # use ssao / color bleeding
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96 | useAdvancedShading=1
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97 | # skylight turbitity
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98 | turbitity=3.0f
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99 | #turbitity=2.0f
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100 | #sky dome scale factor
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101 |
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102 |
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103 | ###############
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104 | ## ssao options
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105 |
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106 | # use full resolution ssao (vs. half resoltion)
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107 | ssaoUseFullResolution=1
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108 | # ssao kernel radius
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109 | #ssaoKernelRadius=8e-1f
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110 | ssaoKernelRadius=4e-1f
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111 | # ssao sample intensity
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112 | #ssaoSampleIntensity=0.2f
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113 | ssaoSampleIntensity=0.8f
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114 | # ssao temporal coherence factor
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115 | tempCohFactor=2000.0f
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116 | # ssao filter radius
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117 | ssaoFilterRadius=3.0f
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