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* $$$$$$$$$$$$$ ARRAY SIZE LIMITS START HERE $$$$$$$$$$$$$$
*
* Maximum size for dynamic (allocatable) arrays.
* The values MAXNTX * MAXNTY, MAXNPX * MAXNPY, MAXOBJ, MAXDET,
* MAXSDT, MAXSHR, MAXSSL, and MAXGLOWS below are initial sizes,
* which can be expanded to this limit as needed.
INTEGER MAXMEM
PARAMETER (MAXMEM = 600000000)
*
* Maximum number of tiles
INTEGER MAXNTX, MAXNTY
PARAMETER (MAXNTX = 256, MAXNTY = 256)
*
* Number of shadow tiles
*** (One of these can fail to be enough when the aspect ratio is
*** extreme or when the model is far from being "centred" near z=0.
*** Keep them well ahead of MAXNTX, MAXNTY to be on the safe side)
*** EAM  Allow soft failure and monitor required values in NSXMAX,NSYMAX
INTEGER NSX, NSY
PARAMETER (NSX = 360, NSY = 360)
*
* Maximum number of pixels per tile
INTEGER MAXNPX, MAXNPY
PARAMETER (MAXNPX = 32, MAXNPY = 32)
*
* Maximum number of objects
INTEGER MAXOBJ
*** PARAMETER (MAXOBJ = 7500)
PARAMETER (MAXOBJ = 200000)
*
* Array elements available for object details
* Should be roughly 10*MAXOBJ
INTEGER MAXDET, MAXSDT
*** PARAMETER (MAXDET = 150 000, MAXSDT = 150 000)
PARAMETER (MAXDET = 2 000 000, MAXSDT = 2 000 000)
*
* Array elements available for sorted lists ("short" lists)
* Increased requirements as more objects are stacked behind each other
INTEGER MAXSHR, MAXSSL
*** PARAMETER (MAXSHR = 150 000, MAXSSL = 150 000)
PARAMETER (MAXSHR = 4 000 000, MAXSSL = 2 000 000)
*
* Maximum number of MATERIAL definitions (object type 8)
INTEGER MAXMAT
PARAMETER (MAXMAT = 250)
*
* Maximum number of stacked transparent objects at any single pixel
* (any further further stacking is ignored)
INTEGER MAXTRANSP
PARAMETER (MAXTRANSP=25)
*
* Maximum number of nonshadowing lights (object type 13)
INTEGER MAXGLOWS
PARAMETER (MAXGLOWS = 10)
*
* Maximum levels of file indirection in input stream
INTEGER MAXLEV
PARAMETER (MAXLEV = 10)
*
* $$$$$$$$$$$$$$$$$ END OF LIMITS $$$$$$$$$$$$$$$$$$$$$$$
*
* Other possibly platformdependent stuff
REAL HUGE
PARAMETER (HUGE = 1.0e37)
* Slop is related to the accuracy (in pixels) to which we must predict
* shadow edges. Too low a value causes whole triangles to be spuriously
* in shadow; too high a value may cause shadows to be missed altogether.
* Perfect accuracy in floating point calculations would allow SLOP << 1.
REAL SLOP
PARAMETER (SLOP= 0.35)
* Edgeslop is similarly a kludge for dealing with triangles whose explicit
* normals describe wrapping around from frontfacing to backfacing.
REAL EDGESLOP
PARAMETER (EDGESLOP = 0.25)
* Ribbonslop is a kludge so that distortion due to perspective doesn't
* prevent us from identifying ribbon triangles
REAL RIBBONSLOP
PARAMETER (RIBBONSLOP = 0.001)
