This section is under re-development. It is not finished, and not fully functional. The current
development stage is pre-alpha and as such, not every feature is even implemented yet.
Cubemapping
Started: (Roughly before 19th September)
Improved: 3rd October 2008 I have had a mix of results from this. The cubemap successfully applies to the water, but rotates the wrong way, even when trying to apply an inverted texture matrix. It also squashes when the camera is close to the water, no matter which direction it looks. The only success I have had with sorting this is to render the water as a grid, which seems to stop the cubemap from bending over the large, single quad. The improvement last night made the result much better – all I did was enable blending before both textures (the normal map is texture0, the cubemap is texture1). The blending uses the alpha of the colour we apply, but the cubemap is rendered onto the water surface and is still visible. (Blended cubemap) I am unsure what will happen with regards to the normal map, when it comes to per-vertex lighting. Hopefully it will still work regardless of its relation with the cubemap, and the blending. Proposed Tests -Render the water as two triangles instead of a quad (an attempt to fix the bending cubemap) 3rd October update Fixed cubemap distortion by rendering water as a 16x16 triangle strip (16 triangle strips with 16 patches). The idea is that, when it comes to making water wavy, it will likely do this by manipulating the heights of each vertex that makes up the water, so two birds with one stone, hopefully! (Cubemap displaying without warping) |