Jump to content
  • Advertisement
Sign in to follow this  
NiteLordz

Water modeling

This topic is 2065 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Currently i have a terrain that i render out using patches, and i have a plane that represents the water level.  this works fine... however, as majority of the water plane is under the terrain, it is wasted rendering.

 

ideas i have are that i create a patched water system similar to what i did with terrain and using software occlusion to determine if a patch is visible.  if i did this, i could theoretically use a heightmap to build the build level, allowing for rivers of multiple heights, instead of a plane.

 

any suggestions?

Share this post


Link to post
Share on other sites
Advertisement

Assuming you are drawing the water after you draw the terrain, you probably aren't taking much of a performance penalty.

 

Have you measured the "wasted rendering", and if so, how much is it eating into your frame time?

Share this post


Link to post
Share on other sites

You could just designate areas that are bodies of water on your map manually and draw a quad or quads (if the water body is irregularly shaped) in that area specifically, if you're worrying about overdraw or something. 

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!