[1270] | 1 | # |
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| 2 | # Online culling settings |
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| 3 | # |
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| 4 | |
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[2289] | 5 | OnlineCullingAlgorithm=RUC |
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| 6 | #OnlineCullingAlgorithm=CHC |
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[1823] | 7 | #OnlineCullingAlgorithm=SWC |
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[1270] | 8 | #OnlineCullingAlgorithm=VFC |
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[1823] | 9 | #OnlineCullingAlgorithm=DEFAULT |
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[1270] | 10 | |
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[1823] | 11 | # |
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[2254] | 12 | # Should depth first pass be used? depth pass renders depth first, then rerenders geometry with all parameters |
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[1823] | 13 | # |
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[1270] | 14 | |
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[2256] | 15 | DepthPass=no |
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[1823] | 16 | |
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[2254] | 17 | # |
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[2255] | 18 | # If vertex programs should be executed even in the depth pass. |
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| 19 | # This options but is necessary if vertex shader alters geometry. But it can slow down the depth pass. |
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| 20 | |
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| 21 | ExecuteVertexProgramForDepth=no |
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| 22 | |
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[2254] | 23 | # |
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[2255] | 24 | # render queue is flushed after some frames (can improve performance) |
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| 25 | # |
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[2254] | 26 | |
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[2255] | 27 | FlushQueue=yes |
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[2254] | 28 | |
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[2255] | 29 | ########################################################## |
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[2254] | 30 | |
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[2255] | 31 | # |
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| 32 | # Settings for visible objects queries (used by _findVisibleObjects method of the scene manager) |
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| 33 | # |
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[2254] | 34 | |
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[2255] | 35 | # if visibility based queries should be applied instead of standard Octree SceneManager findvisibleobjects based |
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| 36 | # on frustum culling only |
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| 37 | |
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| 38 | UseVisibilityQueries=yes |
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| 39 | |
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| 40 | |
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| 41 | # For visibility based queries: the modes go from exact (exact visibility but slow) |
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| 42 | # to node (exact visibility on node level, faster) to approximate (fastest but only approximate visibility) |
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| 43 | |
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| 44 | #QueryObjectsMode=EXACT |
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| 45 | QueryObjectsMode=NODE |
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[2497] | 46 | #QueryObjectsMode=APPROXIMATE |
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[2255] | 47 | |
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| 48 | |
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| 49 | # If queries should use no material for rendering. |
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| 50 | # Don't use this option if vertex program / fragment program changes geometry |
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| 51 | |
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| 52 | ResetMaterialForQueries=no |
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| 53 | |
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| 54 | |
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[2455] | 55 | # Occlusion query is issued by rendering geometry itself instead of the bounding box |
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| 56 | # because have to render geometry for previously visible leaves anyway |
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[2255] | 57 | |
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[2455] | 58 | TestGeometryForVisibleLeaves=no |
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| 59 | |
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| 60 | |
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| 61 | # For CHC: frames a node is assumed to stay visible |
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| 62 | |
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| 63 | AssumedVisibleFrames=10 |
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| 64 | |
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| 65 | |
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| 66 | # only for random update manager: the #random candidates that |
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| 67 | # are tested per visible subtree |
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| 68 | |
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| 69 | RandomUpdateCandidates=2 |
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| 70 | |
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| 71 | # true if we want to tests the bounds of the geometry |
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| 72 | # instead of the boudning box of the hierarchy node |
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| 73 | |
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| 74 | TestGeometryBounds=no |
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| 75 | |
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| 76 | |
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[1264] | 77 | ###################################################################### |
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| 78 | |
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| 79 | # |
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[2255] | 80 | # Scene geometry loading |
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[1264] | 81 | # |
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| 82 | |
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| 83 | # |
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| 84 | # The scene geometry |
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| 85 | # |
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| 86 | |
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| 87 | |
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[1255] | 88 | #Scene=../../../../../resources/media/house_test1.iv |
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[2130] | 89 | #Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv |
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[2177] | 90 | #Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv |
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[940] | 91 | |
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[2254] | 92 | #Scene=vienna_cropped.obj |
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| 93 | |
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[1264] | 94 | # |
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[2255] | 95 | # use this option to render only terrain |
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[1264] | 96 | # |
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[940] | 97 | |
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[2255] | 98 | Scene=terrain |
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[1264] | 99 | |
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| 100 | |
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[2255] | 101 | ###################################################### |
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[1264] | 102 | |
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| 103 | # |
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[2255] | 104 | # Visibility solution (works not yet with terrain) |
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[1264] | 105 | # |
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| 106 | |
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[2360] | 107 | ViewCells=../../../../../resources/media/vienna-visibility.xml.gz |
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[1264] | 108 | |
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| 109 | |
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[1823] | 110 | |
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[2255] | 111 | ################################################################## |
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[1823] | 112 | # |
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| 113 | # Terrain scene manager settings |
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| 114 | # |
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| 115 | |
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[2255] | 116 | |
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| 117 | |
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[1823] | 118 | # The main world texture (if you wish the terrain manager to create a material for you) |
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| 119 | WorldTexture=terrain_texture.jpg |
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| 120 | |
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| 121 | # The detail texture (if you wish the terrain manager to create a material for you) |
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| 122 | DetailTexture=terrain_detail.jpg |
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| 123 | |
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| 124 | #number of times the detail texture will tile in a terrain tile |
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| 125 | DetailTile=3 |
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| 126 | |
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| 127 | # Heightmap source |
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| 128 | PageSource=Heightmap |
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| 129 | |
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| 130 | # Heightmap-source specific settings |
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| 131 | Heightmap.image=terrain.png |
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| 132 | |
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| 133 | # If you use RAW, fill in the below too |
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| 134 | # RAW-specific setting - size (horizontal/vertical) |
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| 135 | #Heightmap.raw.size=513 |
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| 136 | # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit) |
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| 137 | #Heightmap.raw.bpp=2 |
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| 138 | # Use this if you want to flip the terrain (eg Terragen exports raw upside down) |
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| 139 | #Heightmap.flip=true |
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| 140 | |
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| 141 | # How large is a page of tiles (in vertices)? Must be (2^n)+1 |
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| 142 | PageSize=513 |
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| 143 | |
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| 144 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize |
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| 145 | TileSize=65 |
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| 146 | |
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| 147 | # The maximum error allowed when determining which LOD to use |
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| 148 | MaxPixelError=3 |
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| 149 | |
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| 150 | # The size of a terrain page, in world units |
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| 151 | PageWorldX=5000 |
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| 152 | PageWorldZ=5000 |
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| 153 | |
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| 154 | # Maximum height of the terrain |
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| 155 | MaxHeight=400 |
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| 156 | |
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| 157 | # Upper LOD limit |
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| 158 | MaxMipMapLevel=1 |
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| 159 | |
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| 160 | #VertexNormals=yes |
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| 161 | #VertexColors=yes |
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| 162 | #UseTriStrips=yes |
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| 163 | |
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| 164 | # Use vertex program to morph LODs, if available |
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| 165 | VertexProgramMorph=no |
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| 166 | |
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| 167 | # The proportional distance range at which the LOD morph starts to take effect |
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| 168 | # This is as a proportion of the distance between the current LODs effective range, |
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| 169 | # and the effective range of the next lower LOD |
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| 170 | LODMorphStart=0.2 |
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| 171 | |
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| 172 | # This following section is for if you want to provide your own terrain shading routine |
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| 173 | # Note that since you define your textures within the material this makes the |
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| 174 | # WorldTexture and DetailTexture settings redundant |
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| 175 | |
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| 176 | # The name of the vertex program parameter you wish to bind the morph LOD factor to |
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| 177 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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| 178 | # to the same position as the next lower LOD |
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| 179 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING |
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| 180 | #MorphLODFactorParamName=morphFactor |
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| 181 | |
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| 182 | # The index of the vertex program parameter you wish to bind the morph LOD factor to |
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| 183 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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| 184 | # to the same position as the next lower LOD |
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| 185 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING |
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| 186 | #MorphLODFactorParamIndex=4 |
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| 187 | |
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| 188 | # The name of the material you will define to shade the terrain |
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| 189 | #CustomMaterialName=TestTerrainMaterial |
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