#ifndef SECTORDEFINE_H #define SECTORDEFINE_H // Character Texture Size// extern long CHRTEXTURESIZE; // Max Character Projection Shadow count// extern long MAXCHRSHADOW; // HeightField & ROAM Data define....// extern float DETAILGROUND; extern long GROUNDSHADOW; extern long SHADOWSIZE; extern long LIGHTMAPRENDER; extern long WATERREFLECTION; extern long LENSFLARE; const float LINTERVAL=492.3076f; const int SECTORSX=65,SECTORSY=65; const int SECTORSIZE=(float)((SECTORSX-1)*LINTERVAL); const long LSIZEX=7; const long LSIZEY=7; //extern int SECTORSX; //extern int SECTORSY; //extern int SECTORSIZE; extern float DETAILTEXTUREDEPTH; extern float FIELDHIGH; extern float FIELDMIDDLE; extern float FIELDLOW; extern long ROAMBUFFERSIZE; extern float FIELDDIVIDE; const long PATCH=100; const long VARIANCE_DEPTH=9; const long POOL_SIZE=84500; //House Data define....... extern float MAX_HOUSEVIEWRANGE; extern float MAX_HOUSEDISAPPER; extern float MAX_OUTVIEWRANGE; extern float MAX_MEDVIEWRANGE; extern float MAX_INVIEWRANGE; extern float MAX_HOUSECOLLISION; //Object Data define extern float MAX_OBJECTVIEWRANBE; extern float MAX_OBJECTDISAPPER; //Nature Data define......// const long MAX_SEED=20; extern long MAX_SEEDRANGE; extern float LENS_REALPOLYTREE; const long MAX_TREE=SECTORSX*SECTORSY; const long MAX_TREEKIND=30; extern long SIZE_FOGTEXTURE; extern float fFogHeight; extern float fFogXRange; extern float fFogYRange; extern float fFogAddHeight; extern float MAX_GRASS; extern int MAX_GRASSRANGE; extern float fFogMax; extern float fFogMin; extern float fSky_Height; extern float fCloud_Height; const long MAX_CLOUD=3; //Sun Scene Data define.. extern float fSun_Length; extern float fSun_FrontEye; const long MAX_FLARE=7; //Fall Scene Data Define ... extern long MAX_FALLPARTICLE; //Water Scene Data Define.. const long MAX_WATERTEXTURE=63; /* extern long LSIZEX=7; extern long LSIZEY=7; extern float LINTERVAL=500.0f; extern int SECTORSX=64,SECTORSY=64; extern int SECTORSIZE=(int)((SECTORSX-1)*LINTERVAL); extern float DETAILTEXTUREDEPTH=50.0f; extern float FIELDHIGH=13000.0f; extern float FIELDMIDDLE=8000.0f; extern float FIELDLOW=0.0f; extern long PATCH=100; extern long ROAMBUFFERSIZE=13; enum HEIGHTSAVEMODE { LOWERDETAIL,HIGHDETAIL }; extern float FIELDDIVIDE=20.0f; #define VARIANCE_DEPTH 9 #define POOL_SIZE 245000 //House Data define....... extern float MAX_HOUSEVIEWRANGE=80000.0f; extern float MAX_HOUSEDISAPPER=MAX_HOUSEVIEWRANGE-4000.0f; extern float MAX_OUTVIEWRANGE=15000.0f; extern float MAX_MEDVIEWRANGE=15000.0f; extern float MAX_INVIEWRANGE=3000.0f; extern float MAX_HOUSECOLLISION=3000.0f; //Object Data define extern float MAX_OBJECTVIEWRANBE=10000.0f; extern float MAX_OBJECTDISAPPER=MAX_OBJECTVIEWRANBE-1000.0f; //Nature Data define......// extern long MAX_TREE=SECTORSX*SECTORSY; extern long MAX_SEED=20; extern long MAX_SEEDRANGE=30; extern float LENS_REALPOLYTREE=5000.0f; extern long MAX_TREEKIND=16; extern long SIZE_FOGTEXTURE=64; extern float fFogHeight=3000.0f; extern float fFogXRange=5000.0f; extern float fFogYRange=1000.0f; extern float fFogAddHeight=100.0f; extern float fFogMax=20000.0f; extern float fFogMin=-1000.0f; extern float fSky_Height=120000.0f; extern float fCloud_Height=50000.0f; extern long MAX_CLOUD=3; //Sun Scene Data define.. extern float fSun_Length=200000.0f; extern float fSun_FrontEye=10000.0f; extern long MAX_FLARE=7; //Fall Scene Data Define ... extern long MAX_FALLPARTICLE=1000; //Water Scene Data Define.. extern long MAX_WATERTEXTURE=63; */ #endif