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VR-Forces Developer's Guide
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The Entity Editors's command line processor.

Public Member Functions | |
| DtSimulationObjectEditorCommandLineParser (DtSimulationObjectEditorApplication *) | |
| virtual | ~DtSimulationObjectEditorCommandLineParser () |
| virtual void | processCommandLine (makVrv::DtVrvApplicationConfiguration &appConfig, int argc, char **argv) |
| virtual void | processArgs (makVrv::DtVrvApplicationConfiguration &appConfig) |
Public Member Functions inherited from makVrv::DtVrvCommandLineProcessor | |
| virtual | ~DtVrvCommandLineProcessor () |
Protected Attributes | |
| DtSimulationObjectEditorApplication * | myApplication |
| DtCmdLine::MultiArg < std::string > * | myPluginsToLoadArg |
| DtCmdLine::ValueArg < std::string > * | myLocaleArg |
| DtCmdLine::SwitchArg * | myDoNotLoadDefaultPluginsArg |
| DtCmdLine::SwitchArg * | myDoNotCheckPluginVersions |
| DtCmdLine::SwitchArg * | myPartialLoadArg |
| DtCmdLine::ValueArg < std::string > * | mySmsFile |
| DtCmdLine::ValueArg < std::string > * | mySettingsDirectory |
| DtCmdLine::ValueArg < std::string > * | myOpdEditorLocation |
| DtCmdLine::ValueArg < std::string > * | myLauncherLocation |
| DtCmdLine::ValueArg < std::string > * | myVisualTerrain |
| DtCmdLine::ValueArg < std::string > * | myAppDataDir |
| DtCmdLine::ValueArg < std::string > * | myDataDir |
| DtCmdLine::ValueArg < std::string > * | mySharedDataDir |
| DtCmdLine::ValueArg < std::string > * | mySharedDataRoot |
| DtCmdLine::ValueArg < std::string > * | mySharedDataStem |
| DtCmdLine::ValueArg < std::string > * | myLayoutSettingsFile |
| DtCmdLine::ValueArg < std::string > * | myGui |
| DtCmdLine::ValueArg< int > * | myNotifyLevel |
| DtCmdLine::ValueArg < std::string > * | mySharedSettingsDirectory |
| DtCmdLine::SwitchArg * | myUseUserSettingsDirectory |
| DtCmdLine::SwitchArg * | myLightModeArg |
| DtCmdLine::ValueArg < std::string > * | myLimitEntityTexturesArg = nullptr |
| DtCmdLine::ValueArg < std::string > * | myLimitEntityTexturesExclusionsArg = nullptr |
| DtCmdLine::ValueArg< int > * | myLimitGpuMemoryPercentageArg = nullptr |
| DtSimulationObjectEditorCommandLineParser::DtSimulationObjectEditorCommandLineParser | ( | DtSimulationObjectEditorApplication * | ) |
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Parse the command line and modify the appConfig accordingly.
Reimplemented from makVrv::DtVrvCommandLineProcessor.
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Modify the app configuration based on the passed-in command line arguments.
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Optional argument to only use mip map levels at or below this resolution. This, essentially clamps textures to this resolution. Applicable to entities. usage: –limitEntityTextures "width height [false]" -limitEntityTextures "2k 2k" or –limitEntityTextures "2048 2048" and so on By default, entity textures are proportionately reduced: For example: –limitEntityTextures "1K 1K" makes it so that: -If a model's highest res is an 8k texture, all textures in that model are reduced by a factor of 8 -If a model's highest res is an 2k texture, all textures in that model are reduced by a factor of 2 -That is within, a model, the texture reduction factor = (max texture size of model in x,y)/limit If you do not want this to be the case, specify a false after the limit: For example: –limitEntityTextures "2K 2K false" makes it so that: -all textures across all models > 2K, 2K are clamped to 2K -rest of the textures are not affected.
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Optional argument to exclude certain model definitions from the entity limits sample usage: –limitEntityTexturesExclusions "xyz, abc", where xyz and abc are model definition names If entity limits are turned off, this has no effect.
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Optional argument to specify the cutoff beyond which vrv will not create new textures/buffers for incoming terrain/terrain features/entities. This is a percentage of the total video ram. So for a 3080 Ti with 12 Gb vram and a limit of 90, vrv will stop creating new texture/buffers beyond usage of (12*90/100) = 10.8 Gb. Typical values are between 85 to 100. There is no limit imposed by default. Typically, you should use this in conjunction with the 2 texture limits above if you start getting crashes with high vram. The texture limits suffice in most cases, however.