OgreWater

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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lingfors
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Re: OgreWater

Post by lingfors »

Hmm... Looking closer, I think I was mistaken... The getPosition/getOrientation methods are used in the init function, but in the update function (which you should call every frame), I actually use getDerivedPosition/getDerivedOrientation...

I guess that's what happens when you don't look at your own code for a couple of months. >.<
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alberts
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Re: OgreWater

Post by alberts »

Thanks again Lingfors. I can confirm that the problem has to do with the camera being attached to a node. The bad news are that the methods "getDerivedPosition/getDerivedOrientation" do not always seems to work properly (see this thread and this thread). I have to dig into this... :?
nickG
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Re: OgreWater

Post by nickG »

Do you can fix underwater shader?(make occlusion-sky and etc)

I can't fix,because not know shader lang-s
paroj
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Re: OgreWater

Post by paroj »

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

tritonas00
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Re: OgreWater

Post by tritonas00 »

paroj wrote: Fri Jan 20, 2023 1:04 am

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

You might be interested on this also: https://www.dropbox.com/s/zkb5z02gtcl7g ... 202023.mp4

viewtopic.php?p=554043#p554043

I'm going to expose UI settings for the fragment shader with imgui, into RoR. Refraction/Reflection levels, color, speed, scale etc...

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Nauk
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Re: OgreWater

Post by Nauk »

paroj wrote: Fri Jan 20, 2023 1:04 am

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

Great!

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