source: GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg @ 2555

Revision 2555, 5.2 KB checked in by mattausch, 17 years ago (diff)

added partial implementation of chc++. problem: bounding box rendering in Ogre is VERY slow

Line 
1#
2#  Online culling settings
3#
4
5OnlineCullingAlgorithm=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
15DepthPass=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
21ExecuteVertexProgramForDepth=no
22
23#
24# render queue is flushed after some frames (can improve performance)
25#
26
27FlushQueue=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
38UseVisibilityQueries=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
45QueryObjectsMode=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
52ResetMaterialForQueries=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
58TestGeometryForVisibleLeaves=no
59
60
61# For CHC: frames a node is assumed to stay visible
62
63AssumedVisibleFrames=10
64
65
66# only for random update manager: the #random candidates that
67# are tested per visible subtree
68
69RandomUpdateCandidates=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
74TestGeometryBounds=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
89Scene=../../../../../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
107ViewCells=../../../../../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)
119WorldTexture=terrain_texture.jpg
120
121# The detail texture (if you wish the terrain manager to create a material for you)
122DetailTexture=terrain_detail.jpg
123
124#number of times the detail texture will tile in a terrain tile
125DetailTile=3
126
127# Heightmap source
128PageSource=Heightmap
129
130# Heightmap-source specific settings
131Heightmap.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
142PageSize=513
143
144# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
145TileSize=65
146
147# The maximum error allowed when determining which LOD to use
148MaxPixelError=3
149
150# The size of a terrain page, in world units
151PageWorldX=5000
152PageWorldZ=5000
153
154# Maximum height of the terrain
155MaxHeight=400
156
157# Upper LOD limit
158MaxMipMapLevel=1
159
160#VertexNormals=yes
161#VertexColors=yes
162#UseTriStrips=yes
163
164# Use vertex program to morph LODs, if available
165VertexProgramMorph=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
170LODMorphStart=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
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