##################################################### # environment file for the friendlyculling demo # ##################################################### ################ # misc stuff #filename=vienna_full_hp #bvhname=vienna_full_hp #filename=tryvienna2 #bvhname=tryvienna2 #filename=mypompeii #bvhname=mypompeii #filename=pompeii/pompeii_full #filename=pompeii/pompeii_part filename=city bvhname=city useLODs=1 # shadow map size shadowSize=4096 # the filenames given to recorded frames (+ number.bmp) recordedFramesSuffix=image # the filename for the statistics statsFilename=mystats walkThroughSuffix=walkthrough_pp_1 #walkThroughSuffix=path_pp # use potentially visible sets? usePvs=0 # if using pvs, this specifies the name of the visibility solutin #visibilitySolution=vienna_full-8x3-pgv #visibilitySolution=vienna_full-8x3-spgvu #visibilitySolution=vienna_full-8x3-refu #visibilitySolution=mypompeii-1x1-pgv #visibilitySolution=mypompeii-2x1-obvh-pgv visibilitySolution=myvienna-3x1-obvh-pgv viewCellsScaleFactor=1.0f useSkylightForIllum=1 skyDomeScaleFactor=80.0f ############ ## chc++ options assumedVisibleFrames=10 maxBatchSize=50 # triangles per bvh leaf (influences hierarchy depth vs. occlusion power) #trianglesPerVirtualLeaf=300 trianglesPerVirtualLeaf=0 # max depth for searching for nodes for tight bounds maxDepthForTestingChildren=3 #################### ## 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 # pompeii view point #camPosition=1300.0f -2500.0f 10.0f # pompeii problematic #camPosition=627.003 -1725.33 25.2 #camDirection=-0.761538 0.64812 -0 # 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 renderMethod=0 #modelPath=data/city/model/ ############ ## shader options for deferred rendering # tone mapping useHDR=0 # use antialiasing useAA=0 # show lense flare useLenseFlare=1 # use ssao / color bleeding useAdvancedShading=1 # skylight turbitity turbitity=3.0f #sky dome scale factor ############### ## ssao options # use full resolution ssao (vs. half resoltion) ssaoUseFullResolution=0 # ssao kernel radius #ssaoKernelRadius=8e-1f ssaoKernelRadius=4e-1f # ssao sample intensity #ssaoSampleIntensity=0.2f ssaoSampleIntensity=0.8f # ssao temporal coherence factor tempCohFactor=2000.0f # ssao filter radius ssaoFilterRadius=12.0f ########################### ## powerplant options # static geometry #filename=PowerPlantM #bvhname=PowerPlantM #keyForwardMotion=500.0f #visibilitySolution=power-plant-2c-xx-1000b-pgv2 #visibilitySolution=power-plant-2c-xx-1000d-pgv #camPosition=-1320.57 -6306.34 3603 #camDirection=0.292156 0.9556 0.0383878 #viewCellsScaleFactor=0.05f #camPosition=763.554 -10254.5 2604 #camDirection=-0.0975121 0.994494 0.0383878 #useSkylightForIllum=1 #skyDomeScaleFactor=1000.0f