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Home < Development < Configuration < DefaultParameters

Default Parameters

As mentioned on the configuration page, all possible parameters start as a default which can be over ridden by command line parameters or entries in LookingGlass.json. The list of current default parameters is a web page from LookingGlass at "".

Here is a sample of the default parameters on my development system on July 8, 2010. More parameters have probably been added since this sample was taken.

settings.directoryC:\Documents and Settings\Robert\Application Data\LookingGlassDirectory that holds the user configuration files
settings.fileLookingGlass.jsonPersistant settings configuration file
settings.modulesModules.jsonModules configuration file
log.filterlevel89478485Default, initial logging level
restmanager.port9144Local port used for rest interfaces
restmanager.baseurlhttp:// URL for rest interfaces
restmanager.csslocalurl/std/LookingGlass.cssCSS file for rest display
restmanager.uicontentdirC:\dev\lookingglass\trunk\bin\./LookingGlassUIDirectory for static HTML content
restmanager.skinDefaultIf specified, the subdirectory under StaticContentDir to take files from
comm.assets.cachedirC:\Documents and Settings\Robert\Application Data\LookingGlassFilesystem location to build the texture cache
comm.assets.enablecapsfalseWhether to use the caps asset system if available
comm.assets.omvresources./LookingGlassResources/openmetaverse_dataDirectory for resources used by libopenmetaverse (mostly for appearance)
comm.assets.notexturefilenameC:\dev\lookingglass\trunk\bin\./LookingGlassResources/NoTexture.pngFilename of texture to display when we can't get the real texture
comm.assets.nosculptyfilenameC:\dev\lookingglass\trunk\bin\./LookingGlassResources/NoSculpty.pngFilename of texture to display when we can't get the real texture
comm.assets.convertpngtruewhether to convert incoming JPEG2000 files to PNG files in the cache
comm.texture.maxrequests4Maximum number of outstanding textures requests
comm.settings.multiplesimsfalseWether to connect to multiple sims
comm.settings.movementupdateinterval100Milliseconds between movement messages sent to server
comm.settings.connection.applicationnameLookingGlassApplication name sent when logging in
comm.settings.connection.versionLookingGlass V0.5.6Version stringsent when logging in
world.ll.agent.premoveavatartrueWhether to move avatar when user types (otherwise wait for server round trip)
world.ll.agent.premove.rotfudge3.0Degrees to rotate avatar when user turns (float)
world.ll.agent.premove.flyfudge2.5Meters to move avatar when moves forward when flying (float)
world.ll.agent.premove.runfudge1.5Meters to move avatar when moves forward when running (float)
world.ll.agent.premove.movefudge0.4Meters to move avatar when moves forward when walking (float)
world.communicationCommCommunication to connect to
viewer.renderer.nameRenderer. per second to move camera to rotate camera distance sent to server camera is behind agent camera is above agent (combined with behind)
renderer.ogre.inputsystem.nameOgreUIModule to handle user IO on the rendering screen
renderer.ogre.nameLookingGlassName of the Ogre resources to load
renderer.ogre.skyboxnameLookingGlass/CloudyNoonSkyBoxName of the skybox resource to use
renderer.ogre.shadowtechniquenoneShadow technique: none, texture-additive, texture-modulative, stencil-modulative, stencil-additive
renderer.ogre.shadowfardistance400Integer units of distance within which to do shadows (mul by magnification)
renderer.ogre.rendererOpenGL Rendering SubsystemName of the rendering subsystem to use
renderer.ogre.videomode800 x 600@ 32-bit colourInitial window size
renderer.ogre.framepersecmax30Maximum number of frames to display per second
renderer.shouldrenderonmainthreadfalseTrue if ogre rendering otherwise someone has to call RenderOneFrame
renderer.ogre.pluginfilenameplugins.cfgFile that lists Ogre plugins to load
renderer.ogre.resourcesfilenameresources.cfgFile that lists the Ogre resources to load
renderer.ogre.defaultnummipmaps4Default number of mip maps created for a texture (usually 6)
renderer.ogre.cachedirC:\Documents and Settings\Robert\Application Data\LookingGlassDirectory to store cached meshs, textures, etc
renderer.ogre.preloadeddirC:\dev\lookingglass\trunk\bin\./LookingGlassResources/Preloaded/Directory to for preloaded textures, etc
renderer.ogre.defaultterrainmaterialLookingGlass/DefaultTerrainMaterialMaterial applied to terrain
renderer.ogre.ocean.processornoneThe processing routine to create the ocean. Either 'none' or 'hydrax'
renderer.ogre.oceanmaterialnameLookingGlass/OceanThe ogre name of the ocean texture
renderer.ogre.defaultmeshfilenameC:\dev\lookingglass\trunk\bin\./LookingGlassResources/LoadingShape.meshFilename of the default shape found in the cache dir
renderer.ogre.defaulttexturefilenameC:\dev\lookingglass\trunk\bin\./LookingGlassResources/LoadingTexture.pngFilename of the default texture found in the cache dir
renderer.ogre.defaulttextureresourcenameLoadingTexture.pngResource name of the default texture
renderer.ogre.whitetextureresourcenamePreload/57/5748decc-f629-461c-9a36-a35a221fe21fResource name of a white texture used as default base color
renderer.ogre.ll.scenemagnification1Magnification of LL coordinates into Ogre space
renderer.ogre.ll.renderinfomaterialcreatetrueCreate materials while gathering mesh generation info (earlier than mesh creation)
renderer.ogre.ll.earlymaterialcreatefalseCreate materials while creating mesh rather than waiting
renderer.ogre.ll.defaultavatarmeshPreload/00000000-0000-2222-3333-112200000003Entity name of mesh to use for avatars
renderer.ogre.betweenframe.workmillisecondsmax300Cost of queued C++ work items to do between each frame
renderer.ogre.betweenframe.costs.total200The total cost of C# operations to do between each frame
renderer.ogre.serializematerialsfalseWrite out materials to files (replace with DB someday)
renderer.ogre.serializemeshestrueWrite out meshes to files
renderer.ogre.forcemeshrebuildfalseTrue if to force the generation a mesh when first rendered (don't rely on cache)
renderer.ogre.prebuildmeshtrueTrue if to make sure the mesh exists before creating the scene node
renderer.shouldsharemeshestrueTrue if to share meshes with similar characteristics
renderer.ogre.useshaderstrueWhether to use the new technique of using GPU shaders
renderer.ogre.collectogrestatstrueWhether to collect detailed Ogre stats and make available to web
renderer.ogre.shouldqueuemeshoperationstrueTrue if to try and use threads and delayed mesh load and unload operations
renderer.avatar.mesh.infodir./LookingGlassResources/openmetaverse_dataDirectory containing avatar description information
renderer.avatar.mesh.descriptionavatar_lad.xmlFile containing detailed avatar mesh description
renderer.avatar.mesh.descriptiondir./LookingGlassResources/characterDirectory with detailed avatar mesh description info
renderer.ogre.skyDefaultName of the key system to use
renderer.ogre.skyx.lightinghdrtrueUse high resolution lighting shaders camera near clip distance camera far clip distance
renderer.ogre.ambient.scene<0.4,0.4,0.4>color value for scene initial ambient lighting
renderer.ogre.ambient.material<0.4,0.4,0.4>color value for material ambient lighting
renderer.ogre.sun.color<1.0,1.0,1.0>Color of light from the sun at noon
renderer.ogre.moon.color<0.6,0.6,0.8>Color of light from the moon
renderer.ogre.visibility.processorFrustrumDistanceName of the culling plugin to use ('FrustrumDistance', 'VariableFrustDist', 'none')
renderer.ogre.visibility.cull.frustrumfalsewhether to cull (unload) objects if not visible in camera frustrum
renderer.ogre.visibility.cull.distancetruewhether to cull (unload) objects depending on distance from camera
renderer.ogre.visibility.cull.meshestrueunload culled object meshes
renderer.ogre.visibility.cull.texturestrueunload culled textures
renderer.ogre.visibility.maxdistance200the maximum distance to see any entites (far clip)
renderer.ogre.visibility.mindistance30below this distance, everything is visible
renderer.ogre.visibility.onlylargeafter120After this distance, only large things are visible
renderer.ogre.visibility.large8How big is considered 'large' for 'OnlyLargeAfter' calculation
renderer.ogre.visibility.meshesreloadedperframe80When reloading newly visible meshes, how many to load per frame
commlllprest.comm.nameCommName of comm module to connect to
commlllprest.apinameLLLPName of api for this comm control
controlviews.splashscreen.enabletrueDefault action is to show the splash screen
controlviews.worldview.enabletrueDefault action is to enable the view window
controlviews.avatarview.enabletrueDefault action is to enable the view window
controlviews.chatview.enabletrueDefault action is to enable the view window
viewerwindow.renderer.nameRendererThe renderer we will get UI from
viewerwindow.framespersec15The rate to throttle frame rendering
renderer.ogre.externalwindow.handle133450The window handle to use for our rendering
renderer.ogre.externalwindow.width800width of external window
renderer.ogre.externalwindow.height600Height of external window
regiontracker.regions.enabletrueWhether to make region information available
regiontracker.renderer.nameRendererName of renderer module for display of region details
chat.comm.nameCommName of LLLP comm to connect to
grids.filename.directoryC:\Documents and Settings\Robert\Application Data\LookingGlassDirectory that should contain the grid filename
grids.filenameGrids.jsonFilename of grid specs
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