Just look.
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http://makedreamvsogre.blogspot.com/
scrawl wrote:Impressive![]()
Can you describe how it works (or upload the source)? How are the ripples achieved? Do you modify the geometry, or is it just a normal map overlay?
scrawl wrote:Is there a reason the camera is limited to a fixed distance / angle ? Your normal map seems to be generated in screen space, so in theory shouldn't this work for a first person camera (with a very large amount of water visible) as well?
scrawl wrote:Ok, so I want to implement the ripples (in a scene with a big water plane) myself, and I still don't fully understand how you did that.
1. Why do you have 3 render targets for ripples? Wouldn't it be enough to use 2, and ping-pong between them each frame? Similiar as described here: http://www.patriciogonzalezvivo.com/blog/?p=657
2. How big are your ripple textures (in texels), and how much area does that cover in screen space (i.e. how many screens away are the ripples simulated)?
3. How do you handle moving the camera? I think you are passing the camera offset from last frame to ripple shader, so that it displaces the ripples location by that amount... right?
4. When the character moves, you just draw something on the ripple texture? And because you only have to draw to a very small area, this should be quite fast, I guess.
Apologies if my questions are annoying, I would very much appreciate if you released the sources, so I could figure it all out myself
scrawl wrote:Thanks, that really cleared things up. I'll see what I can come up with then