Changeset 1823 for GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts
- Timestamp:
- 11/28/06 17:23:00 (18 years ago)
- Location:
- GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts
- Files:
-
- 1 deleted
- 1 edited
Legend:
- Unmodified
- Added
- Removed
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GTP/trunk/Lib/Vis/OnlineCullingCHC/scripts/terrainCulling.cfg
r1270 r1823 3 3 # 4 4 5 #OnlineCullingAlgorithm=CHC6 OnlineCullingAlgorithm=SWC5 OnlineCullingAlgorithm=CHC 6 #OnlineCullingAlgorithm=SWC 7 7 #OnlineCullingAlgorithm=VFC 8 #OnlineCullingAlgorithm=DEFAULT 8 9 10 # 11 # Should depth first pass be used? 12 # 13 14 DepthPass=1 9 15 10 16 ###################################################################### 11 17 12 18 # 13 # Settings for vienna scene19 # Settings for iv scene (vienna) 14 20 # 15 21 … … 20 26 21 27 #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 23 30 #Scene=../../../../../resources/media/city1.iv;../../../../../resources/media/roofs_1500.iv;../../../../../resources/media/CityRoads60.iv 24 25 # current view point26 ViewX=83027 ViewY=30028 ViewZ=-54029 31 30 32 # … … 32 34 # 33 35 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 43 FlushQueue=1 35 44 36 45 … … 45 54 46 55 # 47 # current view point56 # should render queue be flushed after each frame? 48 57 # 49 58 50 #ViewX=707 51 #ViewY=5000 52 #ViewZ=528 59 FlushQueue=false 60 61 UseDepthPass=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) 70 WorldTexture=terrain_texture.jpg 71 72 # The detail texture (if you wish the terrain manager to create a material for you) 73 DetailTexture=terrain_detail.jpg 74 75 #number of times the detail texture will tile in a terrain tile 76 DetailTile=3 77 78 # Heightmap source 79 PageSource=Heightmap 80 81 # Heightmap-source specific settings 82 Heightmap.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 93 PageSize=513 94 95 # How large is each tile? Must be (2^n)+1 and be smaller than PageSize 96 TileSize=65 97 98 # The maximum error allowed when determining which LOD to use 99 MaxPixelError=3 100 101 # The size of a terrain page, in world units 102 PageWorldX=5000 103 PageWorldZ=5000 104 105 # Maximum height of the terrain 106 MaxHeight=400 107 108 # Upper LOD limit 109 MaxMipMapLevel=1 110 111 #VertexNormals=yes 112 #VertexColors=yes 113 #UseTriStrips=yes 114 115 # Use vertex program to morph LODs, if available 116 VertexProgramMorph=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 121 LODMorphStart=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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