source: trunk/VUT/Ogre/resources/terrain.cfg @ 347

Revision 347, 2.5 KB checked in by mattausch, 19 years ago (diff)

fixed color bug
fixed terrain tile ch culling
made better terrain

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=5000
35PageWorldZ=5000
36
37# Maximum height of the terrain
38MaxHeight=400
39
40# Upper LOD limit
41MaxMipMapLevel=5
42
43#VertexNormals=yes
44#VertexColors=yes
45#UseTriStrips=yes
46
47# Use vertex program to morph LODs, if available
48VertexProgramMorph=yes
49
50# The proportional distance range at which the LOD morph starts to take effect
51# This is as a proportion of the distance between the current LODs effective range,
52# and the effective range of the next lower LOD
53LODMorphStart=0.2
54
55# This following section is for if you want to provide your own terrain shading routine
56# Note that since you define your textures within the material this makes the
57# WorldTexture and DetailTexture settings redundant
58
59# The name of the vertex program parameter you wish to bind the morph LOD factor to
60# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
61# to the same position as the next lower LOD
62# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
63#MorphLODFactorParamName=morphFactor
64
65# The index of the vertex program parameter you wish to bind the morph LOD factor to
66# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
67# to the same position as the next lower LOD
68# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
69#MorphLODFactorParamIndex=4
70
71# The name of the material you will define to shade the terrain
72#CustomMaterialName=TestTerrainMaterial
73
74
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