Ignore:
Timestamp:
11/28/06 17:23:00 (18 years ago)
Author:
mattausch
Message:

changed occlusion culling scene manager
the configuration goes to the scene manager directly (only terrainculling.cfg)

Location:
GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts
Files:
1 deleted
1 edited

Legend:

Unmodified
Added
Removed
  • GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg

    r1270 r1823  
    33# 
    44 
    5 #OnlineCullingAlgorithm=CHC 
    6 OnlineCullingAlgorithm=SWC 
     5OnlineCullingAlgorithm=CHC 
     6#OnlineCullingAlgorithm=SWC 
    77#OnlineCullingAlgorithm=VFC 
     8#OnlineCullingAlgorithm=DEFAULT 
    89 
     10# 
     11# Should depth first pass be used? 
     12# 
     13 
     14DepthPass=1 
    915 
    1016###################################################################### 
    1117 
    1218# 
    13 #  Settings for vienna scene 
     19#  Settings for iv scene (vienna) 
    1420# 
    1521 
     
    2026 
    2127#Scene=../../../../../resources/media/house_test1.iv 
    22 Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv 
     28#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv 
     29#Scene=../../../../../resources/media/city1500_flat_1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv;../../../../../resources/media/CityPlane60.iv 
    2330#Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv 
    24  
    25 # current view point 
    26 ViewX=830 
    27 ViewY=300 
    28 ViewZ=-540 
    2931 
    3032# 
     
    3234# 
    3335 
    34 ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.zip 
     36#ViewCells=../../../../../../../GTP/trunk/Lib/Vis/Preprocessing/scripts/vienna-visibility.xml.zip 
     37 
     38 
     39# 
     40# should render queue be flushed after each frame? 
     41# 
     42 
     43FlushQueue=1 
    3544 
    3645 
     
    4554 
    4655# 
    47 # current view point 
     56# should render queue be flushed after each frame? 
    4857# 
    4958 
    50 #ViewX=707 
    51 #ViewY=5000 
    52 #ViewZ=528 
     59FlushQueue=false 
     60 
     61UseDepthPass=false 
     62 
     63########################################### 
     64# 
     65# Terrain scene manager settings 
     66# 
     67######################################### 
     68 
     69# The main world texture (if you wish the terrain manager to create a material for you) 
     70WorldTexture=terrain_texture.jpg 
     71 
     72# The detail texture (if you wish the terrain manager to create a material for you) 
     73DetailTexture=terrain_detail.jpg 
     74 
     75#number of times the detail texture will tile in a terrain tile 
     76DetailTile=3 
     77 
     78# Heightmap source 
     79PageSource=Heightmap 
     80 
     81# Heightmap-source specific settings 
     82Heightmap.image=terrain.png 
     83 
     84# If you use RAW, fill in the below too 
     85# RAW-specific setting - size (horizontal/vertical) 
     86#Heightmap.raw.size=513 
     87# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit) 
     88#Heightmap.raw.bpp=2 
     89# Use this if you want to flip the terrain (eg Terragen exports raw upside down) 
     90#Heightmap.flip=true 
     91 
     92# How large is a page of tiles (in vertices)? Must be (2^n)+1 
     93PageSize=513 
     94 
     95# How large is each tile? Must be (2^n)+1 and be smaller than PageSize 
     96TileSize=65 
     97 
     98# The maximum error allowed when determining which LOD to use 
     99MaxPixelError=3 
     100 
     101# The size of a terrain page, in world units 
     102PageWorldX=5000 
     103PageWorldZ=5000 
     104 
     105# Maximum height of the terrain  
     106MaxHeight=400 
     107 
     108# Upper LOD limit 
     109MaxMipMapLevel=1 
     110 
     111#VertexNormals=yes 
     112#VertexColors=yes 
     113#UseTriStrips=yes 
     114 
     115# Use vertex program to morph LODs, if available 
     116VertexProgramMorph=no 
     117 
     118# The proportional distance range at which the LOD morph starts to take effect 
     119# This is as a proportion of the distance between the current LODs effective range, 
     120# and the effective range of the next lower LOD 
     121LODMorphStart=0.2 
     122 
     123# This following section is for if you want to provide your own terrain shading routine 
     124# Note that since you define your textures within the material this makes the  
     125# WorldTexture and DetailTexture settings redundant 
     126 
     127# The name of the vertex program parameter you wish to bind the morph LOD factor to 
     128# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely 
     129# to the same position as the next lower LOD 
     130# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING 
     131#MorphLODFactorParamName=morphFactor 
     132 
     133# The index of the vertex program parameter you wish to bind the morph LOD factor to 
     134# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely 
     135# to the same position as the next lower LOD 
     136# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING 
     137#MorphLODFactorParamIndex=4 
     138 
     139# The name of the material you will define to shade the terrain 
     140#CustomMaterialName=TestTerrainMaterial 
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