Water in the original Quake?
I''m looking through the Quake 1 source and I cannot find the code on their water morphing. Does anybody know what I''m talking about and the actual name of it so I can google it?
by water morphing i gather you mean the texture effect on the water. it''s done by simply playing around with the texture co-ordinates of the water polygons to make it looks like it''s rippling and sifting.
and no, i dont know where the code is located in the q1 source
and no, i dont know where the code is located in the q1 source
I''m talking about the software renderer :
If I remember well, water has its own scanline renderer
''class'' and the ''morphing'' (I''d call it distorsion) effect
is done using two 1D lookup tables.
If you look for that particular low level rendering routine,
you should find the name of the LUTs and then its reference
in the code.
Hope it helps
If I remember well, water has its own scanline renderer
''class'' and the ''morphing'' (I''d call it distorsion) effect
is done using two 1D lookup tables.
If you look for that particular low level rendering routine,
you should find the name of the LUTs and then its reference
in the code.
Hope it helps
Are you talking about the effect when you swim in the water?
Or is it when you look at the water surface?
Or is it when you look at the water surface?
You could do something similar using the texture matrix. Mark
Kilgard has an example here:
http://www.opengl.org/developers/code/mjktips/projtex/
Kilgard has an example here:
http://www.opengl.org/developers/code/mjktips/projtex/
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement