Ideas for water rendering in a RTS game
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
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
Luck!
Guimo
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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