Re: Water simulation
"Christian Van Brussel" <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
> reflection and refraction are already been implemented in csisland but it's > buggy too. Yes those are implemented in the 'reflect_water_plane' shader that has been written by Frank for the YoFrankie! project. This shader is in 'data/shader/reflect/' and it's probably a good idea to base your 'water' shader on the same code. Frank must have much more precise ideas about that. The buggy reflections are quite recent, they are not present in the 2.0 branch for example. > ok i'll put my ocean in csisland and test shaders. should i make another > project for it? No, no, you can just edit the file 'data/island/world' and put your mesh into it instead of the current mesh that is for the water. > is it ok if i just implement that feature in waterdemo(the one that > genrates waves when spacebar is pressed) or do i have to implement it in > ocean? No, 'waterdemo' is some kind of tutorial for the CS users and doesn't really need to be enhanced. You should probably concentrate your work only on the 'water' mesh and its shaders instead. But the generic functionalities of 'waterdemo' for the dynamic creation of waves are clearly quite interesting for the 'water' mesh. That's what I meant by a generic interface allowing to interact with the surface of the water and create additional waves and water effects, but this falls probably a bit out of the scope of this GSOC. Maye this idea can be reconsidered in the end of the project if time allows. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/