source: GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg @ 2177

Revision 2177, 3.7 KB checked in by mattausch, 17 years ago (diff)
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;../../../../../resources/media/CityPlane60.iv
29#Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
30
31#
32# The view cells
33#
34
35#ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.gz
36
37
38#
39# render queue is flushed after some frames
40#
41
42FlushQueue=1
43
44#
45# depth pass must be used together with illumination model
46#
47
48UseDepthPass=0
49
50
51######################################################################
52
53#
54#  Settings for terrain scene
55#
56
57Scene=terrain
58
59#
60# should render queue be flushed after each frame?
61#
62
63
64###########################################
65#
66# Terrain scene manager settings
67#
68#########################################
69
70# The main world texture (if you wish the terrain manager to create a material for you)
71WorldTexture=terrain_texture.jpg
72
73# The detail texture (if you wish the terrain manager to create a material for you)
74DetailTexture=terrain_detail.jpg
75
76#number of times the detail texture will tile in a terrain tile
77DetailTile=3
78
79# Heightmap source
80PageSource=Heightmap
81
82# Heightmap-source specific settings
83Heightmap.image=terrain.png
84
85# If you use RAW, fill in the below too
86# RAW-specific setting - size (horizontal/vertical)
87#Heightmap.raw.size=513
88# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
89#Heightmap.raw.bpp=2
90# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
91#Heightmap.flip=true
92
93# How large is a page of tiles (in vertices)? Must be (2^n)+1
94PageSize=513
95
96# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
97TileSize=65
98
99# The maximum error allowed when determining which LOD to use
100MaxPixelError=3
101
102# The size of a terrain page, in world units
103PageWorldX=5000
104PageWorldZ=5000
105
106# Maximum height of the terrain
107MaxHeight=400
108
109# Upper LOD limit
110MaxMipMapLevel=1
111
112#VertexNormals=yes
113#VertexColors=yes
114#UseTriStrips=yes
115
116# Use vertex program to morph LODs, if available
117VertexProgramMorph=no
118
119# The proportional distance range at which the LOD morph starts to take effect
120# This is as a proportion of the distance between the current LODs effective range,
121# and the effective range of the next lower LOD
122LODMorphStart=0.2
123
124# This following section is for if you want to provide your own terrain shading routine
125# Note that since you define your textures within the material this makes the
126# WorldTexture and DetailTexture settings redundant
127
128# The name of the vertex program parameter you wish to bind the morph LOD factor to
129# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
130# to the same position as the next lower LOD
131# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
132#MorphLODFactorParamName=morphFactor
133
134# The index of the vertex program parameter you wish to bind the morph LOD factor to
135# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
136# to the same position as the next lower LOD
137# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
138#MorphLODFactorParamIndex=4
139
140# The name of the material you will define to shade the terrain
141#CustomMaterialName=TestTerrainMaterial
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