?? paginglandscape2.cfg
字號(hào):
# -Linux
# Base file name for the landscape heightfield data
# The file name MUST be LandScapeFileName.x.z.LandScapeExtension (ex: landscape.0.0.png)
# and MUST be squared.
#LandScapeFileName=gcanyon_height_4k2k
LandScapeFileName=ps_height_1k
LandScapeExtension=png
#
# Especialized 2D data loader.
# Currently the only available loaders are 'HeightField', 'HeightFieldTC' and 'SplineField'.
# More to come.
#
#Data2DFormat=HeightFieldTC
Data2DFormat=HeightField
#Data2DFormat=SplineField
#
#
# Memory Initial Usage Values
MaxNumRenderables=200
IncrementRenderables=16
MaxNumTiles=200
IncrementTiles=16
#
# Pages Load Factor
# Pages will be load/unload when they are about PageSize^2 * ChangeFactor
ChangeFactor=1.5
#
# Visible renderables
# This is the number of visible renderables from the current camera position
# to the border of the visible terrain. (The radius of renderables)
VisibleRenderables=6
#
# Distance LOD
# This is the number of renderables in the higher LOD.
DistanceLOD=1.5
#
# Camera Threshold
# If the last camera position minus current camera position is >= CameraTheshold
# then the scene is trasverse to check LOD.
CameraThreshold=5
#
# Visibility Angle (EXPERIMENTAL) [Must be enable in code]
# Each renderable have an average normal which we use to test if it is visible.
VisibilityAngle=30
#
# FPS Processing limit
NumRenderablesLoading=10
#
# Height and Width of the landscape
# number of pages on each dimension :
# heightmap / pagesize for each dimension.
Width=4
Height=4
#
# Num of adjacent loaded landscape pages.
MaxAdjacentPages=6
#
# Num of adjacent preloaded landscape pages.
# Must be bigger than MaxAdjacentPages + 1, the textures are loaded in a separate thread.
MaxPreloadedPages=8
#
# Size of the Heightfiled in pixels
PageSize=257
#
# Size of the Heightfiled in pixels
TileSize=64
# if not set, it's precomputed to the max possible at this TileSize.
# Must be (2^MaxRendervel < TileSize)
MaxRenderLevel=3
#
#
# The HeightField TC is a compresed format and need to know the value range from where the
# heightfield file was compresed
MaxValue=3000
MinValue=0
#
# Especialized texture loader.
# Currently the only available loaders are 'Image', 'BaseTexture' and 'Splatting'.
# More to come.
#
#TextureFormat=Image
#ImageFilename=gcanyon_texture_4k2k
#ImageFilename=ps_texture_1k
## realtime splatting
TextureFormat=InstantBaseTexture
#TextureFormat=BaseTexture
#need DIRECTX
#TextureFormat=Splatting
## precalc splatting
## (need to generate maps with mapsplitter)
#TextureFormat=BaseTexture2
#need DIRECTX
#TextureFormat=Splatting2
# pixel shader OpenGL splatting
#TextureFormat=Splatting5
# Need Multitexturing Hardware DIRECTX
#TextureFormat=Splatting7
### Experimentals splatting techniques
#need DIRECTX
#TextureFormat=Splatting4
### Experimentals splatting techniques
#need OPENGL
#TextureFormat=Splatting3
#need DIRECTX
#TextureFormat=Splatting6
#
# For splatting3 and perhaps a pass less in splatting2 and splatting4
VertexColors=no
# For splatting3
CoverageVertexColor=no
# Forsplatting4
BaseVertexColor=no
#
BaseVertexShadow=no
#
BaseVertexInstantColor=yes
#
# Splatting
# We are allowing 4 textures to build the terrain texture
# MaterialHeight to change alpha weights ( using 255 scale )
MaterialHeight1=90
MaterialHeight2=110
#needs to be in Search Path directory
SplatFilename0=splatting_snow.jpg
SplatFilename1=splatting_sand.jpg
SplatFilename2=splatting_grass.jpg
SplatFilename3=splatting_rock.jpg
#
# Scale values
ScaleX=100
ScaleY=20
ScaleZ=100
#
#
# For lighting
VertexNormals=no
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