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Water modeling


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#1 NiteLordz   Members   -  Reputation: 369

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Posted 26 February 2013 - 03:28 PM

Currently i have a terrain that i render out using patches, and i have a plane that represents the water level.  this works fine... however, as majority of the water plane is under the terrain, it is wasted rendering.

 

ideas i have are that i create a patched water system similar to what i did with terrain and using software occlusion to determine if a patch is visible.  if i did this, i could theoretically use a heightmap to build the build level, allowing for rivers of multiple heights, instead of a plane.

 

any suggestions?


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#2 phil_t   Crossbones+   -  Reputation: 3228

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Posted 26 February 2013 - 09:13 PM

Assuming you are drawing the water after you draw the terrain, you probably aren't taking much of a performance penalty.

 

Have you measured the "wasted rendering", and if so, how much is it eating into your frame time?



#3 Flimflam   Members   -  Reputation: 657

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Posted 26 February 2013 - 10:47 PM

You could just designate areas that are bodies of water on your map manually and draw a quad or quads (if the water body is irregularly shaped) in that area specifically, if you're worrying about overdraw or something. 






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