source: GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg @ 2360

Revision 2360, 4.6 KB checked in by mattausch, 18 years ago (diff)
Line 
1#
2#  Online culling settings
3#
4
5OnlineCullingAlgorithm=RUC
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
56######################################################################
57
58#
59#  Scene geometry loading
60#
61
62#
63# The scene geometry
64#
65
66
67#Scene=../../../../../resources/media/house_test1.iv
68#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
69#Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv
70
71#Scene=vienna_cropped.obj
72
73#
74# use this option to render only terrain
75#
76
77Scene=terrain
78
79
80######################################################
81
82#
83# Visibility solution (works not yet with terrain)
84#
85
86ViewCells=../../../../../resources/media/vienna-visibility.xml.gz
87
88
89
90##################################################################
91#
92# Terrain scene manager settings
93#
94
95
96
97# The main world texture (if you wish the terrain manager to create a material for you)
98WorldTexture=terrain_texture.jpg
99
100# The detail texture (if you wish the terrain manager to create a material for you)
101DetailTexture=terrain_detail.jpg
102
103#number of times the detail texture will tile in a terrain tile
104DetailTile=3
105
106# Heightmap source
107PageSource=Heightmap
108
109# Heightmap-source specific settings
110Heightmap.image=terrain.png
111
112# If you use RAW, fill in the below too
113# RAW-specific setting - size (horizontal/vertical)
114#Heightmap.raw.size=513
115# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
116#Heightmap.raw.bpp=2
117# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
118#Heightmap.flip=true
119
120# How large is a page of tiles (in vertices)? Must be (2^n)+1
121PageSize=513
122
123# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
124TileSize=65
125
126# The maximum error allowed when determining which LOD to use
127MaxPixelError=3
128
129# The size of a terrain page, in world units
130PageWorldX=5000
131PageWorldZ=5000
132
133# Maximum height of the terrain
134MaxHeight=400
135
136# Upper LOD limit
137MaxMipMapLevel=1
138
139#VertexNormals=yes
140#VertexColors=yes
141#UseTriStrips=yes
142
143# Use vertex program to morph LODs, if available
144VertexProgramMorph=no
145
146# The proportional distance range at which the LOD morph starts to take effect
147# This is as a proportion of the distance between the current LODs effective range,
148# and the effective range of the next lower LOD
149LODMorphStart=0.2
150
151# This following section is for if you want to provide your own terrain shading routine
152# Note that since you define your textures within the material this makes the
153# WorldTexture and DetailTexture settings redundant
154
155# The name of the vertex program parameter you wish to bind the morph LOD factor to
156# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
157# to the same position as the next lower LOD
158# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
159#MorphLODFactorParamName=morphFactor
160
161# The index of the vertex program parameter you wish to bind the morph LOD factor to
162# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
163# to the same position as the next lower LOD
164# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
165#MorphLODFactorParamIndex=4
166
167# The name of the material you will define to shade the terrain
168#CustomMaterialName=TestTerrainMaterial
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