SET_VERT_DISP_OPTS

The SET_VERT_DISP_OPTS command allows you to modify the options used when rendering elevation layers, such as the shader to use, if any, as well as the lighting and water setup. The following parameters are supported by this command:

  •   ENABLE_HILL_SHADING - this setting controls whether or not hill shading (i.e. lighting, shadowing) will be done. Use YES to enable hill shading, and NO to disable hill shading.
  •   SHADER_NAME - this sets the name of the shader to use when rendering elevation data. This must be one of the names displayed in the shader drop down in Global Mapper, such as "Atlas Shader" or "Global Shader" or the name of a custom shader.
  •  AMBIENT_LIGHT_LEVEL - this sets the ambient lighting level. The valid range of values is [0.0, 1.0], with smaller numbers meaning completely black (i.e. no light) and 1.0 being full lighting.
  • VERT_EXAG - this sets the vertical exaggeration to use when rendering elevation overlays. This effects the hill shading. The valid range of values is (0.0, 100.0].
  • LIGHT_ALTITUDE - this sets the altitude angle of the light source that creates shadows on elevation data. The valid range of values is [0.0, 90.0], with 0.0 meaning a light source at the horizon and 90.0 meaning a light source directly overhead.
  •  LIGHT_AZIMUTH - this sets the direction angle of the light source that creates shadows on elevation data. The valid range of values is [0.0, 360.0), with 0.0 meaning a light source from the top of the screen (i.e. north), 90.0 meaning from the right (i.e. east), etc.
  •  LIGHT_NUM_SOURCES - this setting controls how many different directions of light the shading for terrain is computed from. By default you just get a light from the direction specified by LIGHT_AZIMUTH and LIGHT_ALTITUE, but if you specify a value for this parameter greater than 1 you get extra lights spacing around the circle. For example, using LIGHT_NUM_SOURCES=4 gives you a light source at the LIGHT_AZIMUTH direction as well as 3 other sources 90, 180, and 270 degrees from that direction.
  • LIGHT_BLENDING_ALGORITHM - this setting controls how the shading for terrain is computed by blending light sources from multiple directions (as specified by LIGHT_NUM_SOURCES). The following values are supported:
    • 0 - Average shadow from each light
    • 1 - Maximum shadow from any light
    • 2 - Minimum shadow from any light
    • 3 - Weighted average shadow from each light, with specified light azimuth getting highest weight
  • SHADE_DARKNESS - this sets the minimum black level that a shadow can create. The valid range of values is [0,255], with 0 allowing complete blackness from a shadow, and 255 allowing no shadow at all.
  • SHADE_HIGHLIGHT - this sets the level of white highlight applied to terrain areas directly facing the sun/light angle. The valid range of values is [0,255], with 0 applying no highlight and 255 making the direct areas always brightened completely to white.
  • ENABLE_WATER - this setting controls whether or not water will be displayed on top of elevation values at or below the currently configured water level. Use YES to enable water display, and NO to disable water display.
  • WATER_COLOR - this setting controls the color that water drawn on top of elevation data is rendered in. The format of this value is RGB(<red>,<green>,<blue>). For example, to use a water color of blue, use WATER_COLOR=RGB(0,0,255).
  • WATER_LEVEL - this setting specifies the height (in meters) below which water should be displayed if enabled.
  • WATER_ALPHA - this setting controls how "see through" the water is when displayed. The valid range of values is [0,255], with 0 meaning the water is completely "see through", i.e. invisible, and 255 meaning that the water color is completely opaque such that you can't see any of the shaded relief below it.
  • SLOPE_ALGORITHM - this setting controls how the slope at a given location in a layer is calculated. The following values are supported:
    • 0 - (Default) Average Maximum of Slope to 4 Non-Diagonal Adjacent Samples - This method computes the slope from the cell center to the left and right, and top and bottom samples, then combines those to get a single slope value.
    • 1 - Average Maximum of Slope to All 8 Adjacent Samples - This method computes the slope from the cell center to the left and right, and top and bottom samples, then combines those to get a single slope value.
    • 2 - Maximum Slope to 4 Non-Diagonal Adjacent Samples - This method computes the slope from the cell center to the left, right, top, and bottom samples, then uses the maximum of those 4 slope values.
    • 3 - Maximum Slope to All 8 Adjacent Samples - This method computes the slope from the cell center to each of the 8 adjacent cell centers, then uses the maximum of those 4 slope values.
  •  DAYLIGHT_SHADER_COLOR - this setting controls the color that is used when rendering terrain using the Daylight Shader. The format of this value is RGB(<red>,<green>,<blue>). For example, to use a color of red, use WATER_COLOR=RGB(255,0,0).