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