Database Terrain (Tokens)
| Token Name | Type | Default Value | Accepted Values | Category | Description |
|---|---|---|---|---|---|
| ConfigTerrainDir | STRING | DB/DB_TERRAIN | N/A | Database Terrain | Path to the directory containing terrain.cfg. In UTM, path to the directory containing layer#.ter files, if and only if terrainLayersDir token is NOT defined. |
| ConfigTerrainFile | STRING | terrain.cfg | N/A | Database Terrain | Filename (not including path) of the terrain.cfg file. |
| CorrelatedSea | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | When ON, sea texture coordinates are proportional to lat-long. When OFF, sea texture coordinates are calculated incrementally and are always isotropic. |
| CurvedEarth | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | |
| EnableLatLonClipmapAntiMeridianFix | BOOL | ON | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | When ON, latlon clipmaps will be bloated to the next largest power of 2 footprint so that the anti-meridian is rendered correctly. When OFF, this bloating will not occur but rendering near the anti-meridian may be wrong. |
| LandSeaLevelOffset | INT | 2 | INT_MIN to INT_MAX, inclusive | Database Terrain | |
| SeaFidelity | STRING | LOW | N/A | Database Terrain | String that controls which sea-related FX files get loaded. |
| SeaIsectDisable | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | Token that allows disabling sea height generation in the uber for standalone nodes. Setting to TRUE makes standalone performance closer to cluster performance, but ISECT results will not account for sea state. Ignored on non-standalone configurations. |
| TerrainAnisotropicFilter | BOOL | ON | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | |
| TerrainConsistencyCheck | BOOL | ON | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | |
| TerrainCullClampLevel | INT | 0 | INT_MIN to INT_MAX, inclusive | Database Terrain | |
| TerrainIndexingMode | ENUM | CPU | CPU, GPU | Database Terrain | When GPU, the terrain mesh indices will be computed on the GPU. When CPU, they will be computed on the CPU. |
| TerrainMsAlpha | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | Can be enabled for TrackMode sensors to switch terrain use of blend alpha to MSAA alpha (for OIT). See also TrackModeTerrainReorder. |
| TerrainRender | BOOL | ON | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | When OFF, suppresses the paging of the Elevation, OTW, Material, Littoral, Lightmap, Terrain Detail, and Terrain Decoration clipmaps. When OFF, baked bin (incl. resource pager) are supported. When OFF, ownship material lookups are disabled (as there are no backing clipmaps). |
| TextureSeaFlattening | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | |
| TrackModeTerrainReorder | BOOL | ON | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | Can be enabled for TrackMode sensors to change the terrain draw order to try and hide blend alpha artifacts caused by incorrect draw order. When OFF, terrain is drawn normally in track mode, from coarse to fine. When ON, terrain in the background is drawn from coarse to fine, then the foreground is drawn from fine to coarse when in track mode. See also TerrainMsAlpha. |
| WaterICD | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Database Terrain | |
| WaveGenerationMode | ENUM | GPU_ADVANCED | LEGACY, GPU, CPU, GPU_ADVANCED | Database Terrain | Token that controls how and where waves are generated. GPU_ADVANCED indicates using waveWorks GPU updates on the render thread with higher quality rendering features. GPU indicates using waveWorks GPU updates on the render thread. CPU indicates using waveWorks CPU updates on the comms or sea thread (depending on SeaThreads). LEGACY indicates using the older wave generator on the comms or sea thread (depending on SeaThreads). |