Please visit this page and give me an advise
in the simple terrain engine i''m building, i use one unique texture for both land and water: when the terrain height goes to zero, i simply glcolor to blue: of course this look quite bad, so now i should build another separate triangle strip for the water (still have to find the algorithm). But even in that case, when land finish and water start, i''d go suddenly (and not gradually) from a texture to another (lets say from a brown texture to a blu one). If what is up is not understandable, pls check this page:
http://www.web-discovery.net/test.htm
Wow, that is quite nice what you already have! The way you described it made it sound like shit! What you are going to need is a water level to get something better.
If height < water_level, tile=water, ComputeColor(), height=water_level;
Compute a darker color for the lower the original tile to get a depth look (of course dont let it get black). If the tile is water, you can really have fun with your effects, and it will also be 2x more efficient then a constant plane of water at water level.
Also, why not try some bump-mapping for the terrain?
L8r,
The Rainmaker
If height < water_level, tile=water, ComputeColor(), height=water_level;
Compute a darker color for the lower the original tile to get a depth look (of course dont let it get black). If the tile is water, you can really have fun with your effects, and it will also be 2x more efficient then a constant plane of water at water level.
Also, why not try some bump-mapping for the terrain?
L8r,
The Rainmaker
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement