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https://github.com/Sneed-Group/Poodletooth-iLand
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131 lines
5.7 KiB
SQL
Executable file
131 lines
5.7 KiB
SQL
Executable file
###########################################################
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### ###
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### Panda3D Configuration File - Auto-Generated Portion ###
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### ###
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### Editing this file is not recommended. Most of these ###
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### directives can be overriden in Config.prc ###
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### ###
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###########################################################
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# The egg loader is handy to have available by default. This allows
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# clients to load egg files. (The bam loader is built-in so bam files
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# are always loadable).
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# By qualifying with the extension "egg", we indicate the egg loader
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# should be made available only if you explicitly name a file with an
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# .egg extension.
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# Also see ptloader, which is built as part of pandatool; it allows
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# files of more exotic types (like .flt, .mb, .lwo, and .dxf) to be
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# loaded directly into Panda.
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load-file-type egg pandaegg
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# These entries work very similar to load-file-type, except they are
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# used by the MovieVideo and MovieAudio code to determine which module
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# should be loaded in order to decode files of the given extension.
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# ffmpeg is added by default because it used to be compiled in.
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# The * is a special catch-all extension that is consulted unless a
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# loader has been defined with an explicit extension.
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load-audio-type * p3ffmpeg
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load-video-type * p3ffmpeg
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# The following lines define some handy object types to use within the
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# egg syntax. This remaps <ObjectType> { name } into whatever egg
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# syntax is given by egg-object-type-name, which makes a handy
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# abbreviation for modeling packages (like Maya) to insert
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# sophisticated egg syntax into the generated egg file, using a single
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# object type string.
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egg-object-type-portal <Scalar> portal { 1 }
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egg-object-type-polylight <Scalar> polylight { 1 }
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egg-object-type-seq24 <Switch> { 1 } <Scalar> fps { 24 }
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egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
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egg-object-type-indexed <Scalar> indexed { 1 }
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egg-object-type-seq10 <Switch> { 1 } <Scalar> fps { 10 }
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egg-object-type-seq8 <Switch> { 1 } <Scalar> fps { 8 }
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egg-object-type-seq6 <Switch> { 1 } <Scalar> fps { 6 }
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egg-object-type-seq4 <Switch> { 1 } <Scalar> fps { 4 }
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egg-object-type-seq2 <Switch> { 1 } <Scalar> fps { 2 }
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egg-object-type-binary <Scalar> alpha { binary }
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egg-object-type-dual <Scalar> alpha { dual }
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egg-object-type-glass <Scalar> alpha { blend_no_occlude }
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# These are just shortcuts to define the Model and DCS flags, which
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# indicate nodes that should not be flattened out of the hierarchy
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# during the conversion process. DCS goes one step further and
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# indicates that the node's transform is important and should be
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# preserved (DCS stands for Dynamic Coordinate System). Notouch is
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# even stronger, and means not to do any flattening below the node at
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# all.
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egg-object-type-model <Model> { 1 }
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egg-object-type-dcs <DCS> { 1 }
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egg-object-type-notouch <DCS> { no_touch }
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# The following define various kinds of collision geometry. These
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# mark the geometry at this level and below as invisible collision
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# polygons, which can be used by Panda's collision system to detect
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# collisions more optimally than regular visible polygons.
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egg-object-type-barrier <Collide> { Polyset descend }
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egg-object-type-sphere <Collide> { Sphere descend }
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egg-object-type-invsphere <Collide> { InvSphere descend }
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egg-object-type-tube <Collide> { Tube descend }
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# As above, but these are flagged to be "intangible", so that they
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# will trigger an event but not stop an object from passing through.
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egg-object-type-trigger <Collide> { Polyset descend intangible }
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egg-object-type-trigger-sphere <Collide> { Sphere descend intangible }
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# "floor" and "dupefloor" define the nodes in question as floor
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# polygons. dupefloor means to duplicate the geometry first so that
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# the same polygons serve both as visible geometry and as collision
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# polygons.
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egg-object-type-floor <Collide> { Polyset descend level }
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egg-object-type-dupefloor <Collide> { Polyset keep descend level }
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# "bubble" puts an invisible bubble around an object, but does not
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# otherwise remove the geometry.
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egg-object-type-bubble <Collide> { Sphere keep descend }
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# "ghost" turns off the normal collide bit that is set on visible
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# geometry by default, so that if you are using visible geometry for
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# collisions, this particular geometry will not be part of those
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# collisions--it is ghostlike.
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egg-object-type-ghost <Scalar> collide-mask { 0 }
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# "glow" is useful for halo effects and things of that ilk. It
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# renders the object in add mode instead of the normal opaque mode.
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egg-object-type-glow <Scalar> blend { add }
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# This module allows direct loading of formats like .flt, .mb, or .dxf
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load-file-type p3ptloader
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# Define a new egg object type. See the comments in _panda.prc about this.
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egg-object-type-direct-widget <Scalar> collide-mask { 0x80000000 } <Collide> { Polyset descend }
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# Define a new cull bin that will render on top of everything else.
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cull-bin gui-popup 60 unsorted
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# The following two lines are a fix for flaky hardware clocks.
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# Nowadays, lock-to-one-cpu is probably more trouble than it's worth.
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#lock-to-one-cpu #t
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# So is paranoid-clock.
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#paranoid-clock 1
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# This default only comes into play if you try to load a model
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# and don't specify an extension.
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default-model-extension .egg
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# If we have the SpeedTree library available, we'll want to use it for
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# loading compiled SpeedTree tree objects, and SpeedTree forest
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# tables.
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#load-file-type srt pandaspeedtree
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#load-file-type stf pandaspeedtree
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