source: OGRE/trunk/ogrenew/Samples/Common/bin/terrain.cfg @ 657

Revision 657, 2.4 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

Line 
1# The main world texture (if you wish the terrain manager to create a material for you)
2WorldTexture=terrain_texture.jpg
3
4# The detail texture (if you wish the terrain manager to create a material for you)
5DetailTexture=terrain_detail.jpg
6
7#number of times the detail texture will tile in a terrain tile
8DetailTile=3
9
10# Heightmap source
11PageSource=Heightmap
12
13# Heightmap-source specific settings
14Heightmap.image=terrain.png
15
16# If you use RAW, fill in the below too
17# RAW-specific setting - size (horizontal/vertical)
18#Heightmap.raw.size=513
19# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
20#Heightmap.raw.bpp=2
21
22# How large is a page of tiles (in vertices)? Must be (2^n)+1
23PageSize=513
24
25# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
26TileSize=65
27
28# The maximum error allowed when determining which LOD to use
29MaxPixelError=3
30
31# The size of a terrain page, in world units
32PageWorldX=1500
33PageWorldZ=1500
34# Maximum height of the terrain
35MaxHeight=100
36
37# Upper LOD limit
38MaxMipMapLevel=5
39
40#VertexNormals=yes
41#VertexColors=yes
42#UseTriStrips=yes
43
44# Use vertex program to morph LODs, if available
45VertexProgramMorph=yes
46
47# The proportional distance range at which the LOD morph starts to take effect
48# This is as a proportion of the distance between the current LODs effective range,
49# and the effective range of the next lower LOD
50LODMorphStart=0.2
51
52# This following section is for if you want to provide your own terrain shading routine
53# Note that since you define your textures within the material this makes the
54# WorldTexture and DetailTexture settings redundant
55
56# The name of the vertex program parameter you wish to bind the morph LOD factor to
57# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
58# to the same position as the next lower LOD
59# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
60#MorphLODFactorParamName=morphFactor
61
62# The index of the vertex program parameter you wish to bind the morph LOD factor to
63# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
64# to the same position as the next lower LOD
65# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
66#MorphLODFactorParamIndex=4
67
68# The name of the material you will define to shade the terrain
69#CustomMaterialName=TestTerrainMaterial
70
71
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