terrain.cfg
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- # 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=1500
- PageWorldZ=1500
- # Maximum height of the terrain
- MaxHeight=100
- # 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=TestTerrainMaterial