Water

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3 comments, last by DarthSpanky 24 years, 5 months ago
This is caused by a 16 bit zbuffer. There is nothing you can do about it, other than using a card that supports a 32 bit zbuffer for more precision.

Author of Power Render (http:/www.powerrender.com)
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Thanks for the info Chris.


How could anyone be expected to develop a professional product with such a flaw?
I've havent noticed problems like this in comercial games...how do they get around the problem?
I am having trouble with water. I am working off of the terrain demo in v3.0.

The further away I get from an area where the waterplane and terrain touch each othere, the worse it gets. It is difficult to explain what is happening exaclty. It looks sort of like one side of a zipper or the edge of a saw at extreme distances. This happening whether the camera is on the ground or at high altitude (worse at high altitude).

Any one else have this problem? If so, could you point me in the right direction to remedy this (by tweaking existing code or using new code)? I greatly appreciate any responses. Even if they are only theories or far-fetched ideas.

Thanks.


Most games don't use such huge wide open spaces like my terrain demo, so they don't need as much precision in the zbuffer.

I have noticed it in commercial games, such as South Park from Acclaim. There is nothing can do about it. It's a limitation of older hardware.

Author of Power Render (http:/www.powerrender.com)

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