OgreWater
- lingfors
- Hobgoblin
- Posts: 524
- Joined: Mon Apr 02, 2007 12:18 am
- Location: Sweden
- x 78
Re: OgreWater
I guess that's what happens when you don't look at your own code for a couple of months. >.<
- alberts
- Gremlin
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Re: OgreWater

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- Greenskin
- Posts: 122
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- Location: Russia,Moscow
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Re: OgreWater
I can't fix,because not know shader lang-s
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- OGRE Team Member
- Posts: 1835
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Re: OgreWater
updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
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- Halfling
- Posts: 48
- Joined: Sun Apr 08, 2018 2:21 pm
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Re: OgreWater
paroj wrote: ↑Fri Jan 20, 2023 1:04 amupdated 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...
- Nauk
- Gnoll
- Posts: 652
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- Location: Bavaria
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Re: OgreWater
paroj wrote: ↑Fri Jan 20, 2023 1:04 amupdated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater
Great!
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
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