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Water demo updated
Friday, November 28, 2003 | Permalink

The water demo has been updated to allow the user to create waves with the mouse, and an option to turn the auto-dripping off.



Enter the code below

Friday, November 28, 2003

oh, damn, why haven't i noted this _BEFORE_ i went to work..

well.. tomorrow i'll test it out.. possibly.. i don't think it'll work on the gf2 here

Friday, November 28, 2003

I haven't tried this one yet, but the first one sure looked nice.

I just wonder if you've tried some variations.
Shouldn't 16 bit integer be good enough for the water state? In that case you could use bilinear filtering to do the sobel filter with just four samples.

Or you could calc the sobel filter in the physics shader (from last state). And then store the sobel components either as a part of the water state, or as a second render target. And then just do the normal normalization per pixel. That should be possible with 4 samples att "half-pixel-position" and one center pixel, for physics and sobel.

And finally, it would be nice with a render to vertex array so that the surface actually would be displaced.

Just trying to keep you busy. ;-)

Saturday, November 29, 2003

With some tweaking I think I could get it to work on 16bit integers, but I'm not sure. Would get more complicated shaders though as I would have to pack and unpack it from the [0..1] range.

When GL_ARB_super_buffers arrives I'm planning to do a real geometry version of it.

Saturday, November 29, 2003

This keeps crashing on my Radeon 9600 Pro, using Catalyst 3.9. Everything works fine until the first ripple appears, then VPU recovery kicks in :P

Sunday, November 30, 2003

Yes there would be some range fixing, but it would save a lot of texture sampling. And remember that you can wait with the range convertion untill after the filtering, you don't need to do it for each texture sample.

Cool about a gometry version.

I just played around with the interactive version. So simple, but oh so fun to splash in the water. But I noticed a strange error.
Normally, everything looks just fine. But with some very small waves, the reflections can be WAY off. Turn off the auto drips, and let the water calm down. Then click one or two times in the far away corner. The waves flow towards you and look just fine, slowly reducing the amplitude. But as the waves reach the closer side of the "pond", and are pretty much invisible, the normal suddenly seems to vary wildely (judging by the reflection).

It's easily repeatable, as long as there's not a lot of movement in the water.

Monday, December 1, 2003

Yeah, I have noticed that behavior before, and I have no idea really why it occurs. Very strange.

Friday, December 5, 2003


Have some problem with it. It crash allready by the start on FX 5900 Ultra 53.03

Friday, December 5, 2003

It only runs on Radeon 9500+ for now. It needs floating point render targets, which nVidia can't support in its current state in the DX API.

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