source: GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg @ 2256

Revision 2256, 4.6 KB checked in by mattausch, 18 years ago (diff)
RevLine 
[1270]1#
2#  Online culling settings
3#
4
[1823]5OnlineCullingAlgorithm=CHC
6#OnlineCullingAlgorithm=SWC
[1270]7#OnlineCullingAlgorithm=VFC
[1823]8#OnlineCullingAlgorithm=DEFAULT
[1270]9
[1823]10#
[2254]11# Should depth first pass be used? depth pass renders depth first, then rerenders geometry with all parameters
[1823]12#
[1270]13
[2256]14DepthPass=no
[1823]15
[2254]16#
[2255]17# If vertex programs should be executed even in the depth pass.
18# This options but is necessary if vertex shader alters geometry. But it can slow down the depth pass.
19
20ExecuteVertexProgramForDepth=no
21
[2254]22#
[2255]23# render queue is flushed after some frames (can improve performance)
24#
[2254]25
[2255]26FlushQueue=yes
[2254]27
[2255]28##########################################################
[2254]29
[2255]30#
31# Settings for visible objects queries (used by _findVisibleObjects method of the scene manager)
32#
[2254]33
[2255]34# if visibility based queries should be applied instead of standard Octree SceneManager findvisibleobjects based
35# on frustum culling only
36
37UseVisibilityQueries=yes
38
39
40# For visibility based queries: the modes go from exact (exact visibility but slow)
41# to node (exact visibility on node level, faster) to approximate (fastest but only approximate visibility)
42
43#QueryObjectsMode=EXACT
44QueryObjectsMode=NODE
45#QueryObjectsMode=APPROXIMATE;
46       
47
48# If queries should use no material for rendering.
49# Don't use this option if vertex program / fragment program changes geometry
50
51ResetMaterialForQueries=no
52
53
54
[1264]55######################################################################
56
57#
[2255]58#  Scene geometry loading
[1264]59#
60
61#
62# The scene geometry
63#
64
65
[1255]66#Scene=../../../../../resources/media/house_test1.iv
[2130]67#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
[2177]68#Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
[940]69
[2254]70#Scene=vienna_cropped.obj
71
[1264]72#
[2255]73# use this option to render only terrain
[1264]74#
[940]75
[2255]76Scene=terrain
[1264]77
78
[2255]79######################################################
[1264]80
81#
[2255]82# Visibility solution (works not yet with terrain)
[1264]83#
84
[2255]85#ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.gz
[1264]86
87
[1823]88
[2255]89##################################################################
[1823]90#
91# Terrain scene manager settings
92#
93
[2255]94
95
[1823]96# The main world texture (if you wish the terrain manager to create a material for you)
97WorldTexture=terrain_texture.jpg
98
99# The detail texture (if you wish the terrain manager to create a material for you)
100DetailTexture=terrain_detail.jpg
101
102#number of times the detail texture will tile in a terrain tile
103DetailTile=3
104
105# Heightmap source
106PageSource=Heightmap
107
108# Heightmap-source specific settings
109Heightmap.image=terrain.png
110
111# If you use RAW, fill in the below too
112# RAW-specific setting - size (horizontal/vertical)
113#Heightmap.raw.size=513
114# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
115#Heightmap.raw.bpp=2
116# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
117#Heightmap.flip=true
118
119# How large is a page of tiles (in vertices)? Must be (2^n)+1
120PageSize=513
121
122# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
123TileSize=65
124
125# The maximum error allowed when determining which LOD to use
126MaxPixelError=3
127
128# The size of a terrain page, in world units
129PageWorldX=5000
130PageWorldZ=5000
131
132# Maximum height of the terrain
133MaxHeight=400
134
135# Upper LOD limit
136MaxMipMapLevel=1
137
138#VertexNormals=yes
139#VertexColors=yes
140#UseTriStrips=yes
141
142# Use vertex program to morph LODs, if available
143VertexProgramMorph=no
144
145# The proportional distance range at which the LOD morph starts to take effect
146# This is as a proportion of the distance between the current LODs effective range,
147# and the effective range of the next lower LOD
148LODMorphStart=0.2
149
150# This following section is for if you want to provide your own terrain shading routine
151# Note that since you define your textures within the material this makes the
152# WorldTexture and DetailTexture settings redundant
153
154# The name of the vertex program parameter you wish to bind the morph LOD factor to
155# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
156# to the same position as the next lower LOD
157# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
158#MorphLODFactorParamName=morphFactor
159
160# The index of the vertex program parameter you wish to bind the morph LOD factor to
161# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
162# to the same position as the next lower LOD
163# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
164#MorphLODFactorParamIndex=4
165
166# The name of the material you will define to shade the terrain
167#CustomMaterialName=TestTerrainMaterial
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