
DM
Yes. But after I implemented true water geometry, and it turned out to look like s**t, I haven't really worked that much on it... Also, I have a lot of school work right now.Brutal wrote:This looks fantastic. Been about a month since the last reply from the author. Still plans on releasing it?
In your first video the water looks awesome.lingfors wrote:Yes. But after I implemented true water geometry, and it turned out to look like s**t, I haven't really worked that much on it... Also, I have a lot of school work right now.
During the code inspection, a couple of minor points were noticed: -
Function inlining was critical to performance.
For MSVC, at least, a "delete 0" caused execution of 11 assembly instructions, including a function call. So in cases where performance is at an absolute premium it can be worth inserting the extra manual test.
hold your horses buddy, lingfors did clearly state that the code will (probably) be released after the project is done for.SamJ wrote:OK, since it's obvious OP doesn't want to share the code (which I respect) does anybody know of anything similar or articles on how to achieve the same effect?
Hey, it's been 7 days, did you get an answer from him? As I said I really respect his decision, some courses in college may be competitive and he has a legitimate reason to not share.dragutux wrote:hold your horses buddy, lingfors did clearly state that the code will (probably) be released after the project is done for.SamJ wrote:OK, since it's obvious OP doesn't want to share the code (which I respect) does anybody know of anything similar or articles on how to achieve the same effect?
so pm him, i'll try to get an official answer in msn from him.
Meanwhile, do not hijack the topic please
SamJ wrote:Hey, it's been 7 days, did you get an answer from him? As I said I really respect his decision, some courses in college may be competitive and he has a legitimate reason to not share.dragutux wrote:hold your horses buddy, lingfors did clearly state that the code will (probably) be released after the project is done for.SamJ wrote:OK, since it's obvious OP doesn't want to share the code (which I respect) does anybody know of anything similar or articles on how to achieve the same effect?
so pm him, i'll try to get an official answer in msn from him.
Meanwhile, do not hijack the topic please
I just thought it was silly to create another thread just to ask: "hey, how do you do lingfors water?" and then link to this thread.
At the moment, the water is just a simple plane. No real geometry yet, in other words, although I plan to try to implement that too.
For each frame, I render 4 textures: A refraction texture (everything underneath the water plane), a refraction depth texture (distance from camera for everything underneath the water plane), a reflection texture (everything above the water plane rendered from a camera that is placed at the "reflected" camera position) and a reflection depth texture.
Then it's simply a matter of doing texture lookups using the screen coordinates as texture coordinates. Combine this with some normal map magic, and you get specular highlights and "distorted" reflections/refractions.
I had read that. My original request was for something more detailed, i.e: another example that actually has code available or some article. None of what you described there tells me how to get started to do it in Ogre.lingfors wrote:SamJ wrote:Hey, it's been 7 days, did you get an answer from him? As I said I really respect his decision, some courses in college may be competitive and he has a legitimate reason to not share.dragutux wrote:
hold your horses buddy, lingfors did clearly state that the code will (probably) be released after the project is done for.
so pm him, i'll try to get an official answer in msn from him.
Meanwhile, do not hijack the topic please
I just thought it was silly to create another thread just to ask: "hey, how do you do lingfors water?" and then link to this thread.At the moment, the water is just a simple plane. No real geometry yet, in other words, although I plan to try to implement that too.
For each frame, I render 4 textures: A refraction texture (everything underneath the water plane), a refraction depth texture (distance from camera for everything underneath the water plane), a reflection texture (everything above the water plane rendered from a camera that is placed at the "reflected" camera position) and a reflection depth texture.
Then it's simply a matter of doing texture lookups using the screen coordinates as texture coordinates. Combine this with some normal map magic, and you get specular highlights and "distorted" reflections/refractions.
But never mind.SamJ wrote:OK, since it's obvious OP doesn't want to share the code (which I respect) does anybody know of anything similar or articles on how to achieve the same effect? none of what you
It's more info than I had before I did it...SamJ wrote: I had read that. My original request was for something more detailed, i.e: another example that actually has code available or some article. None of what you described there tells me how to get started to do it in Ogre.
SamJ wrote: snipp of the whole thing.
During the code inspection, a couple of minor points were noticed: -
Function inlining was critical to performance.
For MSVC, at least, a "delete 0" caused execution of 11 assembly instructions, including a function call. So in cases where performance is at an absolute premium it can be worth inserting the extra manual test.
Are you posting in the wrong thread, or just praising the wrong person?Tytanis wrote:The first video was kind of generic to me but the second...wow. Kudos to you Jabberwocky, it's insanely beautiful.
I actually deactivated him for that, but he asked us to be reactivated..lingfors wrote:Are you posting in the wrong thread, or just praising the wrong person?
Oh, I'm so sorry lingfors. I was very, very tired when I came across this post. My three toddlers had me up all night because they were sick. Sending kudos your way!lingfors wrote:Are you posting in the wrong thread, or just praising the wrong person?Tytanis wrote:The first video was kind of generic to me but the second...wow. Kudos to you Jabberwocky, it's insanely beautiful.
Haha, no worries.Tytanis wrote: Oh, I'm so sorry lingfors. I was very, very tired when I came across this post. My three toddlers had me up all night because they were sick. Sending kudos your way!
And also, may we see a fish in the water that rolls with the wave? Would be neat!
Tyler