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MARS_999

Ideas for water rendering in a RTS game

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I am about ready to do water in my RTS game. I was wondering what everyone else is using for methods? e.g. GLSlang, VP/FP, FFP, I am looking for ideas. I would like it to be somewhat real looking not cheesy due to my terrain looks good. Thanks

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I use DX and the D3DXEffect Framework. But anyway, Water effect is complex and requires many passes and offscreen rendering in order to get it right. I recommend you check the SahderX and ShaderX2 books. Nice ideas for water there.

Luck!
Guimo

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Quote:
Original post by Guimo
I use DX and the D3DXEffect Framework. But anyway, Water effect is complex and requires many passes and offscreen rendering in order to get it right. I recommend you check the SahderX and ShaderX2 books. Nice ideas for water there.

Luck!
Guimo


If I remember right I looked at ShaderX3 book? It looks like a good book. I will go look at that book again. What I am wondering is things like should I use a texture and simulate movement that way or acutally move change the vertices heights with cos sin functions?

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Guest Anonymous Poster
Try the blue textured blended water plane technique. :)

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Quote:
Original post by Anonymous Poster
Try the blue textured blended water plane technique. :)


From the ShaderX3 book I am assuming you are referring to?

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