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@@ -169,7 +169,7 @@ ConfigVariableInt speedtree_shadow_map_resolution
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ConfigVariableDouble speedtree_cascading_shadow_splits
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ConfigVariableDouble speedtree_cascading_shadow_splits
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("speedtree-cascading-shadow-splits", "200 400 600",
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("speedtree-cascading-shadow-splits", "200 400 600",
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PRC_DESC("Specifies the shadow split distance, in spatial units, for "
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PRC_DESC("Specifies the shadow split distance, in spatial units, for "
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- "each of shadow map to be rendered. The number of values also "
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+ "each shadow map to be rendered. The number of values also "
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"implies the number of shadow maps, to a maximum value compiled "
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"implies the number of shadow maps, to a maximum value compiled "
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"within SpeedTree (typically 4)."));
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"within SpeedTree (typically 4)."));
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@@ -189,6 +189,30 @@ ConfigVariableBool speedtree_frond_rippling
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("speedtree-frond-rippling", true,
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("speedtree-frond-rippling", true,
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PRC_DESC("True to allow fronds to respond to the global wind."));
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PRC_DESC("True to allow fronds to respond to the global wind."));
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+ConfigVariableInt speedtree_terrain_num_lods
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+("speedtree-terrain-num-lods", 5,
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+ PRC_DESC("Specifies the number of different LOD stages to use in "
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+ "rendering terrain. Each stage has 75% few polygons than the "
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+ "stage before. Increasing this number decreases the total "
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+ "number of polygons onscreen, at the cost of visual quality of "
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+ "distant terrain."));
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+
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+ConfigVariableInt speedtree_terrain_resolution
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+("speedtree-terrain-resolution", 33,
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+ PRC_DESC("Specifies the number of vertices per edge of each terrain grid "
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+ "cell at the highest LOD. This must be a power of two plus 1."));
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+
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+ConfigVariableInt speedtree_terrain_cell_size
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+("speedtree-terrain-cell-size", 800,
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+ PRC_DESC("Specifies the size in spatial units of one edge of a terrain "
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+ "grid cell. This effects culling and resolution, but has nothing "
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+ "to do with the scale of the heightmap or other maps."));
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+
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+ConfigVariableDouble speedtree_shadow_fade
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+("speedtree-shadow-fade", 0.25,
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+ PRC_DESC("Specifies the rate at which shadows fade to transparency in the "
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+ "distance."));
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+
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ConfigVariableBool speedtree_show_overlays
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ConfigVariableBool speedtree_show_overlays
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("speedtree-show-overlays", false,
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("speedtree-show-overlays", false,
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PRC_DESC("True to draw onscreen overlays showing the generated "
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PRC_DESC("True to draw onscreen overlays showing the generated "
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