Revision: 512
http://python-ogre.svn.sourceforge.net/python-ogre/?rev=512&view=rev
Author: bharling
Date: 2007-12-17 10:04:28 -0800 (Mon, 17 Dec 2007)
Log Message:
-----------
Updated to the latest version of the showcase demo.
A little speed improvement.
-bharling
Added Paths:
-----------
trunk/python-ogre/demos/showcase_01/triplanar_terrain.cfg
Added: trunk/python-ogre/demos/showcase_01/triplanar_terrain.cfg
===================================================================
--- trunk/python-ogre/demos/showcase_01/triplanar_terrain.cfg (rev 0)
+++ trunk/python-ogre/demos/showcase_01/triplanar_terrain.cfg 2007-12-17 18:04:28 UTC (rev 512)
@@ -0,0 +1,72 @@
+# The main world texture (if you wish the terrain manager to create a material for you)
+#WorldTexture=terrain_texture.jpg
+
+# The detail texture (if you wish the terrain manager to create a material for you)
+#DetailTexture=terrain_detail.jpg
+
+#number of times the detail texture will tile in a terrain tile
+DetailTile=3
+
+# Heightmap source
+PageSource=Heightmap
+
+# Heightmap-source specific settings
+Heightmap.image=terrain.png
+
+# If you use RAW, fill in the below too
+# RAW-specific setting - size (horizontal/vertical)
+#Heightmap.raw.size=513
+# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
+#Heightmap.raw.bpp=2
+
+# How large is a page of tiles (in vertices)? Must be (2^n)+1
+PageSize=513
+
+# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
+TileSize=65
+
+# The maximum error allowed when determining which LOD to use
+MaxPixelError=3
+
+# The size of a terrain page, in world units
+PageWorldX=5000
+PageWorldZ=5000
+# Maximum height of the terrain
+MaxHeight=260
+
+
+# Upper LOD limit
+MaxMipMapLevel=5
+
+VertexNormals=yes
+#VertexColors=yes
+#UseTriStrips=yes
+
+# Use vertex program to morph LODs, if available
+VertexProgramMorph=yes
+
+# The proportional distance range at which the LOD morph starts to take effect
+# This is as a proportion of the distance between the current LODs effective range,
+# and the effective range of the next lower LOD
+LODMorphStart=0.2
+
+# This following section is for if you want to provide your own terrain shading routine
+# Note that since you define your textures within the material this makes the
+# WorldTexture and DetailTexture settings redundant
+
+# The name of the vertex program parameter you wish to bind the morph LOD factor to
+# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
+# to the same position as the next lower LOD
+# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
+MorphLODFactorParamName=morphFactor
+
+# The index of the vertex program parameter you wish to bind the morph LOD factor to
+# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
+# to the same position as the next lower LOD
+# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
+#MorphLODFactorParamIndex=4
+
+# The name of the material you will define to shade the terrain
+CustomMaterialName=OverhangTerrain_simple
+
+
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