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#ActualC0lumbo

Posted 08 June 2013 - 12:05 PM

You might actually get away without the whole NBT thing for your water plane if you're lucky, because your water is (presumably) axis aligned and your world space coordinates happen to match the texture space coordinates (or maybe you've fudged the sign and swizzle to make it match), you're essentially doing world space normal mapping instead of object space normal mapping.

 

It's probably quite an effective optimisation actually, but you should document why it works, because to a certain extent you just got lucky. If you need to tilt or reorient your water plane, then it'll stop working.


#1C0lumbo

Posted 08 June 2013 - 12:04 PM

You might actually get away without the whole NBT thing for your water plane if you're lucky, because your water is (presumably) axis aligned and your world space coordinates happen to match the texture space coordinates (or maybe you've fudged the sign and swizzle to make it match), you're essentially doing world space normal mapping.

 

It's probably quite an effective optimisation actually, but you should document why it works, because to a certain extend you just got lucky. If you need to tilt or reorient your water plane, then it'll stop working.


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