Anyone interested in Posting their Water Screenshots...
I am looking for ideas and images to go with the method of rendering water. I know their are many different ways to go about it, but it would be nice to see what people here have done and what method in detail they are using... e.g. FFP, GLSL, VP/FP, bumpmapping, environment mapping ect... Hope to see some screenshots. Thanks all
Our water is a textured translucent quade, the end, but partical s are almost done, so i assumwe wll have better functionality soon.
Quote:Original post by DerAnged
Our water is a textured translucent quade, the end, but partical s are almost done, so i assumwe wll have better functionality soon.
Do you have a link to the screenshot? What do you mean by translucent quad? Are you using some kind of blending function to get that effect? I am not sure how to get the water effect I see in games where the shore is below the water line and you can see through the water and see the sand below? Any help on that would be great. Thanks
I think hes saying hes drawing a quad with a texture on it with an alpha value less than 1 (basically, crappy water) something like this:
(from my old crappy terrain demo that i used to be so proud of lol)
Frankly, there was an article on rendering water here on gamedev not too long ago, it wasnt bad, but it used a cubemap for reflections, i would prefer a different approach, anyways, its here at http://www.gamedev.net/reference/articles/article2138.asp
hope that helps
-Dan
(from my old crappy terrain demo that i used to be so proud of lol)
Frankly, there was an article on rendering water here on gamedev not too long ago, it wasnt bad, but it used a cubemap for reflections, i would prefer a different approach, anyways, its here at http://www.gamedev.net/reference/articles/article2138.asp
hope that helps
-Dan
I use a single quad with a normal map texture to distort the texture coordinates. I also calculate transparency where the water meets the shoreline.....essentially I create another texture that represents pixel transparency at every point on the water.
Well you see i dom't want to post any pictures of the water as the finished product until we have ocean ripple and reflections done, but anyways.
<Rather old screenshot>
</Rather old screenshot>
AS you can see all basic water is is one big quad + texture + GL_ONE GL_ONE transparency.
We have another screenshot of the water without the texture, which often times looks better if you add ripple to it, in our LoL screenshots(see my sig).
<Rather old screenshot>
</Rather old screenshot>
AS you can see all basic water is is one big quad + texture + GL_ONE GL_ONE transparency.
We have another screenshot of the water without the texture, which often times looks better if you add ripple to it, in our LoL screenshots(see my sig).
DerAnged: just a thought, i always found that GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA works better for blending.
oconnellseanm: Lookin Great! How are you reflecting your world? Do you just reflect the camera position over the water plane and then render to texture and then distort that with your normal map? or what? Oh, and whered yah get the skybox? ;-)
thanks
-Dan
oconnellseanm: Lookin Great! How are you reflecting your world? Do you just reflect the camera position over the water plane and then render to texture and then distort that with your normal map? or what? Oh, and whered yah get the skybox? ;-)
thanks
-Dan
Quote:Original post by Ademan555
just a thought, i always found that GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA works better for blending. Oh and for oconnellseanm, how are you reflecting your world? Do you just reflect the camera position over the water plane and then render to texture and then distort that with your normal map? or what?
thanks
-Dan
Thats real blending, with an alpha value, GL_ONE/GL_SRC_ALPHA GL_ONE just makes the object translucent(transparent).
Quote:Original post by Ademan555
DerAnged: just a thought, i always found that GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA works better for blending.
oconnellseanm: Lookin Great! How are you reflecting your world? Do you just reflect the camera position over the water plane and then render to texture and then distort that with your normal map? or what? Oh, and whered yah get the skybox? ;-)
thanks
-Dan
Yeah, I'm basically doing what you just said. I render everything reflected upside down to a texture, then project the texture onto the water plane. Then in a pixel shader, I sample from a normal map and distort the projected texture coordinates by the pixel value in the normal map.
The skybox is from FarCry.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement