# # Online culling settings # OnlineCullingAlgorithm=RUC #OnlineCullingAlgorithm=CHC #OnlineCullingAlgorithm=SWC #OnlineCullingAlgorithm=VFC #OnlineCullingAlgorithm=DEFAULT # # Should depth first pass be used? depth pass renders depth first, then rerenders geometry with all parameters # DepthPass=no # # If vertex programs should be executed even in the depth pass. # This options but is necessary if vertex shader alters geometry. But it can slow down the depth pass. ExecuteVertexProgramForDepth=no # # render queue is flushed after some frames (can improve performance) # FlushQueue=yes ########################################################## # # Settings for visible objects queries (used by _findVisibleObjects method of the scene manager) # # if visibility based queries should be applied instead of standard Octree SceneManager findvisibleobjects based # on frustum culling only UseVisibilityQueries=yes # For visibility based queries: the modes go from exact (exact visibility but slow) # to node (exact visibility on node level, faster) to approximate (fastest but only approximate visibility) #QueryObjectsMode=EXACT QueryObjectsMode=NODE #QueryObjectsMode=APPROXIMATE # If queries should use no material for rendering. # Don't use this option if vertex program / fragment program changes geometry ResetMaterialForQueries=no # Occlusion query is issued by rendering geometry itself instead of the bounding box # because have to render geometry for previously visible leaves anyway TestGeometryForVisibleLeaves=no # For CHC: frames a node is assumed to stay visible AssumedVisibleFrames=10 # only for random update manager: the #random candidates that # are tested per visible subtree RandomUpdateCandidates=2 # true if we want to tests the bounds of the geometry # instead of the boudning box of the hierarchy node TestGeometryBounds=no ###################################################################### # # Scene geometry loading # # # The scene geometry # #Scene=../../../../../resources/media/house_test1.iv #Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv #Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv #Scene=vienna_cropped.obj # # use this option to render only terrain # Scene=terrain ###################################################### # # Visibility solution (works not yet with terrain) # ViewCells=../../../../../resources/media/vienna-visibility.xml.gz ################################################################## # # Terrain scene manager settings # # The main world texture (if you wish the terrain manager to create a material for you) WorldTexture=terrain_texture.jpg # The detail texture (if you wish the terrain manager to create a material for you) DetailTexture=terrain_detail.jpg #number of times the detail texture will tile in a terrain tile DetailTile=3 # Heightmap source PageSource=Heightmap # Heightmap-source specific settings Heightmap.image=terrain.png # If you use RAW, fill in the below too # RAW-specific setting - size (horizontal/vertical) #Heightmap.raw.size=513 # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit) #Heightmap.raw.bpp=2 # Use this if you want to flip the terrain (eg Terragen exports raw upside down) #Heightmap.flip=true # How large is a page of tiles (in vertices)? Must be (2^n)+1 PageSize=513 # How large is each tile? Must be (2^n)+1 and be smaller than PageSize TileSize=65 # The maximum error allowed when determining which LOD to use MaxPixelError=3 # The size of a terrain page, in world units PageWorldX=5000 PageWorldZ=5000 # Maximum height of the terrain MaxHeight=400 # Upper LOD limit MaxMipMapLevel=1 #VertexNormals=yes #VertexColors=yes #UseTriStrips=yes # Use vertex program to morph LODs, if available VertexProgramMorph=no # The proportional distance range at which the LOD morph starts to take effect # This is as a proportion of the distance between the current LODs effective range, # and the effective range of the next lower LOD LODMorphStart=0.2 # This following section is for if you want to provide your own terrain shading routine # Note that since you define your textures within the material this makes the # WorldTexture and DetailTexture settings redundant # The name of the vertex program parameter you wish to bind the morph LOD factor to # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely # to the same position as the next lower LOD # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING #MorphLODFactorParamName=morphFactor # The index of the vertex program parameter you wish to bind the morph LOD factor to # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely # to the same position as the next lower LOD # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING #MorphLODFactorParamIndex=4 # The name of the material you will define to shade the terrain #CustomMaterialName=TestTerrainMaterial