##################################################### # environment file for the friendlyculling demo # ##################################################### ############ # chc++ options assumedVisibleFrames=10 maxBatchSize=50 # triangles per bvh leaf (influences hierarchy depth vs. occlusion power) trianglesPerVirtualLeaf=300 maxDepthForTestingChildren=3 ################ useLODs=1 shadowSize=4096 #################### # camera / light options # move speed keyForwardMotion=5.0f keyRotation=0.5f #keyForwardMotion=20.0f #keyRotation=1.5f # initial camera position #camPosition=483.398f 242.364f 186.078f # initial camera orientation #camDirection=1 0 0 #camPosition=468.025 267.591 182.478 #camDirection=0.937282 0.348573 -0 # bad view point (culling bug!) camPosition=469.381 267.293 184.778 camDirection=0.142006 0.645885 -0.750111 #camPosition=458.412 255.767 182.632 #camDirection=0.891691 0.42723 0.149535 #camPosition=740.137 487.855 188.506 #camDirection=0.669256 0.727829 0.149535 #camPosition=492.678 249.827 187.232 #camDirection=-0.651041 -0.693292 -0.309017 #lightDirection=-0.8f 1.0f -0.7f lightDirection=-0.3f 0.2f -0.7f ##################### # window options winWidth=1024 winHeight=768 useFullScreen=0 # the used render method (forward, forward + depth pass, deferred, deferred + depth pass renderMethod=2 #modelPath=data/city/model/ ############ # shader options for deferred rendering # ssao temporal coherence factor tempCohFactor=1000.0f # tone mapping useHDR=0 # use antialiasing useAA=1 # use ssao / color bleeding useAdvancedShading=1 # skylight turbitity turbitity=3.0f #second bad view point //camPosition=465.626 248.788 184.978 //camDirection=0.0592959 0.998021 0.0209425