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Artefact when using projective textures for water reflections

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Hi! I'm using projective textures for the reflection and refraction in water as described by Yann in http://www.gamedev.net/reference/articles/article2138.asp All overwater objects are rendered into a reflection texture and all underwater into a refraction texture. These textures are then projected back onto the surface plane and blended in pixel shader. The sampling from the textures is disturbed due to the vertex normals by offsetting the texture coordinates. Because the water itself can't be rendered into the textures it is created from it can't have any knowledge of itself. Thus, it can't be self-mirroring. This will results in artefacts when a very high wave, like a wake, lies between a point in the water and a distant object, like a cliff. Instead of having the wake mirrored in the water the cliff can be seen as schematized in http://home.student.uu.se/e/erwi1845/notSelfMirroring.gif Are there any workarounds for this problem or is it something one has to live with? Thanks, E

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This topic is 4301 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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