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Aressera said:
Here is a real picture of water to illustrate the correct behavior.
Yes, I've spent a fair amount of time studying why we see the stretched specular reflections on a sunset over water and I understand the reasons why it happens. I just hadn't considered that the microfacet calcs …
well done and thank you for sharing your solution ?
Either Direct3D or Direct2D would be considered the “official” replacements depending on your goals. Unfortunately the GPU world has changed radically since DirectDraw was developed, so it no longer makes sense to keep updating it as a first-class API. However the old version definitely still works…
I don't know how long an access token / seesion id is valid, but you might want to remove this from your first post?