[1270] | 1 | # |
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| 2 | # Online culling settings |
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| 3 | # |
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| 4 | |
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[1823] | 5 | OnlineCullingAlgorithm=CHC |
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| 6 | #OnlineCullingAlgorithm=SWC |
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[1270] | 7 | #OnlineCullingAlgorithm=VFC |
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[1823] | 8 | #OnlineCullingAlgorithm=DEFAULT |
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[1270] | 9 | |
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[1823] | 10 | # |
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| 11 | # Should depth first pass be used? |
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| 12 | # |
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[1270] | 13 | |
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[1823] | 14 | DepthPass=1 |
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| 15 | |
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[1264] | 16 | ###################################################################### |
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| 17 | |
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| 18 | # |
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[1823] | 19 | # Settings for iv scene (vienna) |
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[1264] | 20 | # |
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| 21 | |
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| 22 | # |
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| 23 | # The scene geometry |
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| 24 | # |
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| 25 | |
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| 26 | |
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[1255] | 27 | #Scene=../../../../../resources/media/house_test1.iv |
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[1823] | 28 | #Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv |
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| 29 | #Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv |
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[1264] | 30 | #Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv |
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[940] | 31 | |
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[1264] | 32 | # |
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[1270] | 33 | # The view cells |
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[1264] | 34 | # |
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[940] | 35 | |
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[1823] | 36 | #ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.zip |
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[1264] | 37 | |
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| 38 | |
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[1823] | 39 | # |
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| 40 | # should render queue be flushed after each frame? |
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| 41 | # |
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[1264] | 42 | |
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[1823] | 43 | FlushQueue=1 |
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| 44 | |
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| 45 | |
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| 46 | |
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[1264] | 47 | ###################################################################### |
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| 48 | |
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| 49 | # |
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| 50 | # Settings for terrain scene |
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| 51 | # |
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| 52 | |
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[1266] | 53 | Scene=terrain |
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[1264] | 54 | |
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| 55 | # |
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[1823] | 56 | # should render queue be flushed after each frame? |
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[1264] | 57 | # |
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| 58 | |
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[1823] | 59 | FlushQueue=false |
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| 60 | |
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| 61 | UseDepthPass=false |
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| 62 | |
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| 63 | ########################################### |
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| 64 | # |
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| 65 | # Terrain scene manager settings |
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| 66 | # |
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| 67 | ######################################### |
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| 68 | |
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| 69 | # The main world texture (if you wish the terrain manager to create a material for you) |
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| 70 | WorldTexture=terrain_texture.jpg |
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| 71 | |
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| 72 | # The detail texture (if you wish the terrain manager to create a material for you) |
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| 73 | DetailTexture=terrain_detail.jpg |
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| 74 | |
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| 75 | #number of times the detail texture will tile in a terrain tile |
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| 76 | DetailTile=3 |
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| 77 | |
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| 78 | # Heightmap source |
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| 79 | PageSource=Heightmap |
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| 80 | |
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| 81 | # Heightmap-source specific settings |
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| 82 | Heightmap.image=terrain.png |
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| 83 | |
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| 84 | # If you use RAW, fill in the below too |
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| 85 | # RAW-specific setting - size (horizontal/vertical) |
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| 86 | #Heightmap.raw.size=513 |
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| 87 | # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit) |
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| 88 | #Heightmap.raw.bpp=2 |
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| 89 | # Use this if you want to flip the terrain (eg Terragen exports raw upside down) |
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| 90 | #Heightmap.flip=true |
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| 91 | |
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| 92 | # How large is a page of tiles (in vertices)? Must be (2^n)+1 |
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| 93 | PageSize=513 |
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| 94 | |
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| 95 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize |
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| 96 | TileSize=65 |
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| 97 | |
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| 98 | # The maximum error allowed when determining which LOD to use |
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| 99 | MaxPixelError=3 |
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| 100 | |
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| 101 | # The size of a terrain page, in world units |
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| 102 | PageWorldX=5000 |
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| 103 | PageWorldZ=5000 |
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| 104 | |
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| 105 | # Maximum height of the terrain |
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| 106 | MaxHeight=400 |
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| 107 | |
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| 108 | # Upper LOD limit |
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| 109 | MaxMipMapLevel=1 |
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| 110 | |
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| 111 | #VertexNormals=yes |
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| 112 | #VertexColors=yes |
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| 113 | #UseTriStrips=yes |
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| 114 | |
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| 115 | # Use vertex program to morph LODs, if available |
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| 116 | VertexProgramMorph=no |
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| 117 | |
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| 118 | # The proportional distance range at which the LOD morph starts to take effect |
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| 119 | # This is as a proportion of the distance between the current LODs effective range, |
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| 120 | # and the effective range of the next lower LOD |
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| 121 | LODMorphStart=0.2 |
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| 122 | |
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| 123 | # This following section is for if you want to provide your own terrain shading routine |
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| 124 | # Note that since you define your textures within the material this makes the |
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| 125 | # WorldTexture and DetailTexture settings redundant |
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| 126 | |
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| 127 | # The name of the vertex program parameter you wish to bind the morph LOD factor to |
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| 128 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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| 129 | # to the same position as the next lower LOD |
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| 130 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING |
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| 131 | #MorphLODFactorParamName=morphFactor |
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| 132 | |
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| 133 | # The index of the vertex program parameter you wish to bind the morph LOD factor to |
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| 134 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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| 135 | # to the same position as the next lower LOD |
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| 136 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING |
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| 137 | #MorphLODFactorParamIndex=4 |
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| 138 | |
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| 139 | # The name of the material you will define to shade the terrain |
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| 140 | #CustomMaterialName=TestTerrainMaterial |
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