##### Tree Window

The Tree Window property bar controls various rendering and viewport states.

# General Rendering

## enumeration Transparency

### Best available (A2C if possible)

If your graphics card capabilities and settings are such that alpha to coverage and multisampling are available, alpha to coverage will be used for transparency (see Edit->Preferences->Rendering to enable multisampling). Otherwise, alpha testing is used.

### Alpha test only

Alpha testing is used for transparency.

### Blending only

Blending is used for transparency. The geometry is not sorted so this setting will typically result in many value errors related to alpha blending and the depth buffer.

### Alpha test and blending

Both alpha testing and blending are used. This reduces the errors from "blending only" but does not eliminate them.

### None

All geometry is opaque.

## percentage Alpha Test Value

Only geometry with alpha values greater than this number will be rendered when alpha testing is enabled.

## percentage Anisotropic Filtering

The amount of oversampling used for anisotropic filtering.

## boolean Conserve Graphics...

Enabling this option causes tree rendering to be slower, but use far less memory on the graphics card. This option should only be used on high polygon tree models or when the SpeedTree Modeler is used concurrently with other graphics applications.

## float 3D Icon Scale

Controls how large force icons appear in the Tree Window.

# Hand Drawing

## enumeration Spacing Style

Units used for the minimum allowed distance between control points.

### Relative

Space between control points is a percentage of the parent branch's length set with the Relative Spacing property value.

### Absolute

Space between control points is a real-world unit size set with the Absolute Spacing property value.

## float Relative Spacing

The minimum distance (relative to the parent branch's length) allowed between control points.

equires a Spacing Style of 'Relative'.

## float Absolute Spacing

The minimum distance (as a real-world unit) allowed between control points.

Requires a Spacing Style of 'Absolute'.

## percentage Curve Fit

The accuracy of the bezier spline that is created after hand drawing. Higher values result in the creation of more control points.

## enumeration Control Point Style

The types of control points that are used to form the bezier spline.

### Corner

Control point handles are independently rotated and scaled to best fit the hand drawing.

### Linear

Control point handles are rotated in unison (per control point) but are scaled independently, creating linear tangents.

### Smooth

Control point handles are rotated and scaled in unison, creating symmetrical tangents.

# Shadow Mapping

## integer Resolution

The width and height (in pixels) of the depth shadow.

## float Bias

How far geometry is offset from itself when rendering into the depth shadow (increase this value to reduce shadow acne at the expense of shadows separating from their casters).

## boolean Show On Grid

Display a shadow on the ground plane.

# Manipulator

## enumeration Mode

### None

Objects in the scene cannot be manipulated.

### Translate

Objects in the scene can be translated by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.

### Rotate

Objects in the scene can be rotated by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.

### Scale

Objects in the scene can be scaled by using the manipulator. This does not include any part of the tree model itself. Use node editing to move individual nodes based on their properties.

## enumeration Coordinate System

### Global

Manipulation is relative to the world coordinate system.

### Parent

Manipulation is relative to the parent object's coordinate system (currently the same as global).

### Local

Manipulation is relative to the selected object's coordinate system.

## enumeration Size Scale

Scales the size of manipulators in the Tree Window.

## boolean Show Node Manipulator

When enabled, a manipulator object is overlayed on top of selected nodes for quick edits to common properties.

# Frustum

## float Near Clipping Plane Scale

Near and far clipping planes are calculated based on scene extents. Use this value to scale the computed near clipping plane value.

## float Far Clipping Plane Scale

Near and far clipping planes are calculated based on scene extents. Use this value to scale the computed far clipping plane value.

# Viewport

## enumeration Layout

### One

Show a single view of the scene in the Tree Window.

### Four

Show all four views of the scene.

### Two (over under)

Show two views of the scene, one on top of the other.

### Two (side by side)

Show two views of the scene, one beside the other.

## enumeration Active Viewport

Sets the style of projection used in the active viewport. "Camera" is currently unsupported.

## RGBA Background Color

Color of the background.

## RGBA Grid Lines Color

Color of the grid lines

## RGBA Label Color

Color of the projection labels.

## enumeration Show Labels

### Always

Always show the projection labels (xy plane, perspecitve, etc.).

### Only when multiple viewports are visible

Label projections when more than one is visible.

### Never

Never show projection labels.

## boolean Show Light

Toggles the visibility of the light (it is always on).

## boolean Show Overlay

Toggles the text information overlaid in the Tree Window.

## boolean Show Fill Stats

Toggles the SDK fill ratevdistribution overlay (shows pie charts depicting the distribution of triangles vs. fill rate).

## boolean Report Vertices

Reports the number of vertices for each geometry type along with the triangle count in the tree window overlay

## boolean Show Grid

Toggles display of the grid on the ground plane.

## integer Grid Spacing

Sets the distance between grid lines.

# Miscellaneous

## boolean Check for OpenGL Errors...

Query and report OpenGL errors each time the scene is drawn.

# Perspective Camera

## enumeration Navigation Type

### Standard

Orbit the view by dragging the pointer with the left mouse button down. Pan by dragging with the middle mouse button down. Zoom using the wheel or dragging with both the left and right mouse buttons down. The up vector is always maintained in this mode.

### Trackball

Same as standard, without the up vector restriction.

### Traveller

Navigate the scene in a more first person style. Left button dragging equals walk forwards (up), backwards (down), and rotating (left to right). Middle button dragging equals panning. Left and middle dragging equals free look.

## float Translation Scale

Scales all navigation movement (panning, walking, zooming).

## percentage Rotation Scale

Scales all navigation rotating (looking).

## float Grid Size

How many units are covered by the grid in perspective projections.

## float Field of View

The field of view of the viewer.