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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 () override |
| virtual void | processCommandLine (makVrv::DtVrvApplicationConfiguration &appConfig, int argc, char **argv) override |
| virtual void | processArgs (makVrv::DtVrvApplicationConfiguration &appConfig) |
| virtual void | addAdditionalCommandLineArgument (DtCmdLine::Arg *addlArg) |
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 > * | myUpgradeSMS |
| DtCmdLine::ValueArg < std::string > * | myUpgradeSMSSystems |
| 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 |
| std::vector< DtCmdLine::Arg * > | myAdditionalCommandLineArguments |
| 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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Adds a new command line argument that will be added when parsing the command line. This class does not take memory ownership. It is up to the supplier of the argument to delete this argument.
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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.
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