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📄 paginglandscape2.cfg

📁 使用stl技术,(还没看,是听说的)
💻 CFG
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# -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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