1 | # |
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2 | # Online culling settings |
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3 | # |
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4 | |
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5 | OnlineCullingAlgorithm=RUC |
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6 | #OnlineCullingAlgorithm=CHC |
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7 | #OnlineCullingAlgorithm=SWC |
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8 | #OnlineCullingAlgorithm=VFC |
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9 | #OnlineCullingAlgorithm=DEFAULT |
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10 | |
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11 | # |
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12 | # Should depth first pass be used? depth pass renders depth first, then rerenders geometry with all parameters |
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13 | # |
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14 | |
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15 | DepthPass=no |
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16 | |
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17 | # |
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18 | # If vertex programs should be executed even in the depth pass. |
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19 | # This options but is necessary if vertex shader alters geometry. But it can slow down the depth pass. |
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20 | |
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21 | ExecuteVertexProgramForDepth=no |
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22 | |
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23 | # |
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24 | # render queue is flushed after some frames (can improve performance) |
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25 | # |
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26 | |
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27 | FlushQueue=yes |
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28 | |
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29 | ########################################################## |
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30 | |
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31 | # |
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32 | # Settings for visible objects queries (used by _findVisibleObjects method of the scene manager) |
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33 | # |
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34 | |
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35 | # if visibility based queries should be applied instead of standard Octree SceneManager findvisibleobjects based |
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36 | # on frustum culling only |
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37 | |
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38 | UseVisibilityQueries=yes |
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39 | |
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40 | |
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41 | # For visibility based queries: the modes go from exact (exact visibility but slow) |
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42 | # to node (exact visibility on node level, faster) to approximate (fastest but only approximate visibility) |
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43 | |
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44 | #QueryObjectsMode=EXACT |
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45 | QueryObjectsMode=NODE |
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46 | #QueryObjectsMode=APPROXIMATE; |
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47 | |
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48 | |
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49 | # If queries should use no material for rendering. |
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50 | # Don't use this option if vertex program / fragment program changes geometry |
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51 | |
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52 | ResetMaterialForQueries=no |
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53 | |
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54 | |
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55 | |
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56 | ###################################################################### |
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57 | |
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58 | # |
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59 | # Scene geometry loading |
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60 | # |
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61 | |
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62 | # |
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63 | # The scene geometry |
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64 | # |
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65 | |
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66 | |
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67 | #Scene=../../../../../resources/media/house_test1.iv |
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68 | #Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv |
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69 | #Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv |
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70 | |
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71 | #Scene=vienna_cropped.obj |
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72 | |
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73 | # |
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74 | # use this option to render only terrain |
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75 | # |
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76 | |
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77 | Scene=terrain |
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78 | |
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79 | |
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80 | ###################################################### |
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81 | |
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82 | # |
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83 | # Visibility solution (works not yet with terrain) |
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84 | # |
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85 | |
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86 | ViewCells=../../../../../resources/media/vienna-visibility.xml.gz |
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87 | |
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88 | |
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89 | |
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90 | ################################################################## |
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91 | # |
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92 | # Terrain scene manager settings |
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93 | # |
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94 | |
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95 | |
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96 | |
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97 | # The main world texture (if you wish the terrain manager to create a material for you) |
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98 | WorldTexture=terrain_texture.jpg |
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99 | |
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100 | # The detail texture (if you wish the terrain manager to create a material for you) |
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101 | DetailTexture=terrain_detail.jpg |
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102 | |
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103 | #number of times the detail texture will tile in a terrain tile |
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104 | DetailTile=3 |
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105 | |
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106 | # Heightmap source |
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107 | PageSource=Heightmap |
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108 | |
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109 | # Heightmap-source specific settings |
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110 | Heightmap.image=terrain.png |
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111 | |
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112 | # If you use RAW, fill in the below too |
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113 | # RAW-specific setting - size (horizontal/vertical) |
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114 | #Heightmap.raw.size=513 |
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115 | # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit) |
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116 | #Heightmap.raw.bpp=2 |
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117 | # Use this if you want to flip the terrain (eg Terragen exports raw upside down) |
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118 | #Heightmap.flip=true |
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119 | |
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120 | # How large is a page of tiles (in vertices)? Must be (2^n)+1 |
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121 | PageSize=513 |
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122 | |
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123 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize |
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124 | TileSize=65 |
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125 | |
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126 | # The maximum error allowed when determining which LOD to use |
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127 | MaxPixelError=3 |
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128 | |
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129 | # The size of a terrain page, in world units |
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130 | PageWorldX=5000 |
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131 | PageWorldZ=5000 |
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132 | |
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133 | # Maximum height of the terrain |
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134 | MaxHeight=400 |
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135 | |
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136 | # Upper LOD limit |
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137 | MaxMipMapLevel=1 |
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138 | |
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139 | #VertexNormals=yes |
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140 | #VertexColors=yes |
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141 | #UseTriStrips=yes |
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142 | |
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143 | # Use vertex program to morph LODs, if available |
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144 | VertexProgramMorph=no |
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145 | |
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146 | # The proportional distance range at which the LOD morph starts to take effect |
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147 | # This is as a proportion of the distance between the current LODs effective range, |
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148 | # and the effective range of the next lower LOD |
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149 | LODMorphStart=0.2 |
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150 | |
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151 | # This following section is for if you want to provide your own terrain shading routine |
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152 | # Note that since you define your textures within the material this makes the |
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153 | # WorldTexture and DetailTexture settings redundant |
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154 | |
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155 | # The name of the vertex program parameter you wish to bind the morph LOD factor to |
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156 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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157 | # to the same position as the next lower LOD |
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158 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING |
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159 | #MorphLODFactorParamName=morphFactor |
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160 | |
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161 | # The index of the vertex program parameter you wish to bind the morph LOD factor to |
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162 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely |
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163 | # to the same position as the next lower LOD |
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164 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING |
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165 | #MorphLODFactorParamIndex=4 |
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166 | |
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167 | # The name of the material you will define to shade the terrain |
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168 | #CustomMaterialName=TestTerrainMaterial |
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