Open Thiefbrain opened 9 years ago
Please upload the code (a sample that this can be repeated), so that this can be confirmed.
It can also be reproduced by adding the source files and the following lines to the TerrainRendering-Sample of the Irrlicht engine
RealisticWaterSceneNode* node = new RealisticWaterSceneNode(smgr, 1024, 1024, core::stringc(), core::dimension2du(1024, 1024), smgr->getRootSceneNode());
node->setScale(core::vector3df(40, 10, 40));
node->setPosition(core::vector3df(0, 50, 0));
I've inserted them after the DynamicMeshBuffer around line 215.
I have an isuse with the OpenGL version of the shader. The terrain and the water is both scaled to the same size, but as soon as I move away from the terrain, the water looks glitched I'm using Irrlicht 1.8.3 with OpenGL 4.5 and GLSL 4.4; Since I have no DirectX 9 SDK installed I'm not able to test it with DirectX.