##################################################### # environment file for the friendlyculling demo # ##################################################### ############ # chc++ options assumedVisibleFrames=10 maxBatchSize=50 # triangles per bvh leaf (influences hierarchy depth vs. occlusion power) trianglesPerVirtualLeaf=300 # max depth for searching for nodes for tight bounds 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 #lightDirection=-0.8f 1.0f -0.7f lightDirection=-0.3f 0.2f -0.7f ##################### # window options #winWidth=800 #winHeight=600 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 # show lense flare useLenseFlare=1 # use ssao / color bleeding useAdvancedShading=1 # skylight turbitity turbitity=3.0f ssaoKernelRadius=8e-1f ssaoSampleIntensity=0.2f