source: trunk/VUT/Ogre/resources/terrain.cfg @ 192

Revision 192, 2.5 KB checked in by mattausch, 19 years ago (diff)

added some textures

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# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
22#Heightmap.flip=true
23
24# How large is a page of tiles (in vertices)? Must be (2^n)+1
25PageSize=513
26
27# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
28TileSize=65
29
30# The maximum error allowed when determining which LOD to use
31MaxPixelError=3
32
33# The size of a terrain page, in world units
34PageWorldX=3000
35PageWorldZ=3000
36# Maximum height of the terrain
37MaxHeight=300
38
39# Upper LOD limit
40MaxMipMapLevel=5
41
42#VertexNormals=yes
43#VertexColors=yes
44#UseTriStrips=yes
45
46# Use vertex program to morph LODs, if available
47VertexProgramMorph=yes
48
49# The proportional distance range at which the LOD morph starts to take effect
50# This is as a proportion of the distance between the current LODs effective range,
51# and the effective range of the next lower LOD
52LODMorphStart=0.2
53
54# This following section is for if you want to provide your own terrain shading routine
55# Note that since you define your textures within the material this makes the
56# WorldTexture and DetailTexture settings redundant
57
58# The name of the vertex program parameter you wish to bind the morph LOD factor to
59# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
60# to the same position as the next lower LOD
61# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
62#MorphLODFactorParamName=morphFactor
63
64# The index of the vertex program parameter you wish to bind the morph LOD factor to
65# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
66# to the same position as the next lower LOD
67# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
68#MorphLODFactorParamIndex=4
69
70# The name of the material you will define to shade the terrain
71#CustomMaterialName=TestTerrainMaterial
72
73
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