Anyone interested in Posting their Water Screenshots...

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49 comments, last by soconne 19 years, 1 month ago
Quote:Original post by snisarenko
Bruno,

Is that normal maps on the wooden bridge ?


Yeah
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I have about had my fill with the water rendering... For some reason unknown to me my SKY will not render to my reflection texture???? I am reaching here, but I am using a shader to render my terrain and water my sky is just a skyplane with a single texture. My terrain shows up in the reflection but not my sky. I have tried culling with glDisable(GL_CULL_FACE) no luck either. I have tried CCW/CW windings nothting. I am creating a RGB texture the same size as my viewport along with my depthmap and thats a ALPHA type with the same size as the viewport and is 8bit. My water when rendered looks fine up front but far away my water turns black? I am assuming this is where the sky should be??? Any help would be much appreciated. Thanks
I'm curious. Many of you guys say that you are using a single quad for the water geometry. How then do you distort the texture coordinates, since the only vertices that have associated texture coordinates would be at the corners of the quad.
do it per pixel using a normal/destortion map
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

http://www.silvermace.com/ -- My personal website
Bruno, how did u do your fog/deep effect ? and how do u hide that line where the water meet the terrain? Thank u !
Quote:Original post by Coluna
Bruno, how did u do your fog/deep effect ? and how do u hide that line where the water meet the terrain? Thank u !


Hmm without him saying so it looks like he is using a quad mesh or another quad to render the fog to it looks like it is kind of square? What do you mean by hiding? He is using some kind of alpha blending to make the water transparent at the beach head. BTW if anyone cares I got my water rendering working!!! :) Reflections and all, and I even have my units/objects being reflected correctly! Pumped...
Quote:Original post by MARS_999
Quote:Original post by Coluna
Bruno, how did u do your fog/deep effect ? and how do u hide that line where the water meet the terrain? Thank u !


Hmm without him saying so it looks like he is using a quad mesh or another quad to render the fog to it looks like it is kind of square? What do you mean by hiding? He is using some kind of alpha blending to make the water transparent at the beach head. BTW if anyone cares I got my water rendering working!!! :) Reflections and all, and I even have my units/objects being reflected correctly! Pumped...


Post some screenshots :-)
Author Freeworld3Dhttp://www.freeworld3d.org
I'm a little new to opengl, so thanks for answering my question. Just to clarify, do you mean that you actually distort the pixels in the texture itself using the normal map? Or is there something I don't know about that will allow you to do this some other way?
You distort the 'texture coordinates' of a pixel using the rgb values from a normal map.
Author Freeworld3Dhttp://www.freeworld3d.org
Just two shots I found on our site, these are around 11 months old now. I have some better ones at work with our depth fogging more visible.


Simon 'Barog' BarrattPineapple Interactivew: http://www.pineapple-interactive.com

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