source: GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg @ 2097

Revision 2097, 3.8 KB checked in by mattausch, 17 years ago (diff)

revived ogre engine pvs

Line 
1#
2#  Online culling settings
3#
4
5OnlineCullingAlgorithm=CHC
6#OnlineCullingAlgorithm=SWC
7#OnlineCullingAlgorithm=VFC
8#OnlineCullingAlgorithm=DEFAULT
9
10#
11# Should depth first pass be used?
12#
13
14DepthPass=1
15
16######################################################################
17
18#
19#  Settings for iv scene (vienna)
20#
21
22#
23# The scene geometry
24#
25
26
27#Scene=../../../../../resources/media/house_test1.iv
28#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv
29#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
30#Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv
31
32#
33# The view cells
34#
35
36ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.zip
37
38
39#
40# should render queue be flushed after each frame?
41#
42
43FlushQueue=1
44
45
46
47######################################################################
48
49#
50#  Settings for terrain scene
51#
52
53Scene=terrain
54
55#
56# should render queue be flushed after each frame?
57#
58
59FlushQueue=false
60
61UseDepthPass=false
62
63###########################################
64#
65# Terrain scene manager settings
66#
67#########################################
68
69# The main world texture (if you wish the terrain manager to create a material for you)
70WorldTexture=terrain_texture.jpg
71
72# The detail texture (if you wish the terrain manager to create a material for you)
73DetailTexture=terrain_detail.jpg
74
75#number of times the detail texture will tile in a terrain tile
76DetailTile=3
77
78# Heightmap source
79PageSource=Heightmap
80
81# Heightmap-source specific settings
82Heightmap.image=terrain.png
83
84# If you use RAW, fill in the below too
85# RAW-specific setting - size (horizontal/vertical)
86#Heightmap.raw.size=513
87# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
88#Heightmap.raw.bpp=2
89# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
90#Heightmap.flip=true
91
92# How large is a page of tiles (in vertices)? Must be (2^n)+1
93PageSize=513
94
95# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
96TileSize=65
97
98# The maximum error allowed when determining which LOD to use
99MaxPixelError=3
100
101# The size of a terrain page, in world units
102PageWorldX=5000
103PageWorldZ=5000
104
105# Maximum height of the terrain
106MaxHeight=400
107
108# Upper LOD limit
109MaxMipMapLevel=1
110
111#VertexNormals=yes
112#VertexColors=yes
113#UseTriStrips=yes
114
115# Use vertex program to morph LODs, if available
116VertexProgramMorph=no
117
118# The proportional distance range at which the LOD morph starts to take effect
119# This is as a proportion of the distance between the current LODs effective range,
120# and the effective range of the next lower LOD
121LODMorphStart=0.2
122
123# This following section is for if you want to provide your own terrain shading routine
124# Note that since you define your textures within the material this makes the
125# WorldTexture and DetailTexture settings redundant
126
127# The name of the vertex program parameter you wish to bind the morph LOD factor to
128# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
129# to the same position as the next lower LOD
130# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
131#MorphLODFactorParamName=morphFactor
132
133# The index of the vertex program parameter you wish to bind the morph LOD factor to
134# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
135# to the same position as the next lower LOD
136# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
137#MorphLODFactorParamIndex=4
138
139# The name of the material you will define to shade the terrain
140#CustomMaterialName=TestTerrainMaterial
Note: See TracBrowser for help on using the repository browser.