source: GTP/trunk/App/Demos/Vis/FriendlyCulling/vienna.env @ 3362

Revision 3362, 2.4 KB checked in by mattausch, 16 years ago (diff)

cleaned up algorithm

Line 
1#####################################################
2#   environment file for the friendlyculling demo   #
3#####################################################
4
5
6################
7# misc stuff
8
9filename=city
10bvhname=city
11
12useLODs=1
13
14# shadow map size
15shadowSize=4096
16
17# the filenames given to recorded frames (+ number.bmp)
18recordedFramesSuffix=frames/vienna_frame
19
20# the filename for the statistics
21statsFilename=mystats
22walkThroughSuffix=walkthrough_vienna2
23
24# use potentially visible sets?
25usePvs=0
26
27# if using pvs, this specifies the name of the visibility solution
28visibilitySolution=myvienna-3x1-obvh-pgv
29
30viewCellsScaleFactor=1.0f
31useSkylightForIllum=1
32
33skyDomeScaleFactor=80.0f
34
35visibilitySolutionInitialState=500000000
36# renderMode: Frustum Culling, Stop And Wait, CHC, CHC ++
37renderMode=3
38
39############
40## chc++ options
41
42assumedVisibleFrames=10
43maxBatchSize=50
44# triangles per bvh leaf (influences hierarchy depth vs. occlusion power)
45#trianglesPerVirtualLeaf=300
46trianglesPerVirtualLeaf=0
47# max depth for searching for nodes for tight bounds
48maxDepthForTestingChildren=3
49
50
51####################
52## camera / light options
53
54# move speed
55keyRotation=0.5f
56keyForwardMotion=20.0f
57keyForwardMotion=30.0f
58
59# initial camera position
60camPosition=483.398f 242.364f 186.078f
61# initial camera orientation
62camDirection=1 0 0
63
64#lightDirection=0.509293 0.784034 -0.35484
65#lightDirection=0.360937 0.0267167 -0.932207
66lightDirection=0.556361 0.559966 -0.613923
67
68
69#####################
70## window options
71
72#winWidth=800
73#winHeight=600
74
75winWidth=1024
76winHeight=768
77
78useFullScreen=0
79
80# the used render method (forward, forward + depth pass, deferred, deferred + depth pass
81renderMethod=2
82#renderMethod=0
83
84#modelPath=data/city/model/
85
86
87############
88## shader options for deferred rendering
89
90# tone mapping
91useHDR=0
92# use antialiasing
93useAA=0
94# show lense flare
95useLenseFlare=1
96# use ssao / color bleeding
97useAdvancedShading=1
98# skylight turbitity
99turbitity=3.0f
100#turbitity=2.0f
101#sky dome scale factor
102
103
104###############
105## ssao options
106
107# use full resolution ssao (vs. half resoltion)
108ssaoUseFullResolution=1
109# ssao kernel radius
110#ssaoKernelRadius=8e-1f
111ssaoKernelRadius=4e-1f
112# ssao sample intensity
113ssaoSampleIntensity=0.2f
114#ssaoSampleIntensity=0.8f
115# ssao temporal coherence factor
116tempCohFactor=2000.0f
117# ssao filter radius
118ssaoFilterRadius=3.0f
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