ivanmunguia / vdrift-ogre

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Underwater #267

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
.

Original issue reported on code.google.com by Cry...@gmail.com on 8 Sep 2013 at 9:58

GoogleCodeExporter commented 9 years ago
Crucial:
1. underwater effect (fog (and distortion), for the part of viewport that is 
underwater)
  Technically I think it should be just 2 triangles drawn on screen,
  line of water got from nearest water plane crossed with camera near plane.

Original comment by Cry...@gmail.com on 8 Sep 2013 at 10:00

GoogleCodeExporter commented 9 years ago
2. Lighting fix, reflection or some other component isn't mul by light's 
diffuse and water/mud is too bright on dark scenes, see V5.

-- Water only, below, Not very needed --

3. Foam waves, near shore. Use the spline road, and some animation in material.
  Need to be placed auto by editor, probably fancy and difficult code.
  Or maybe extend water shader and generate a map for shore waves and normals ?
  I think mesh would be easier but many more batches..

Very Difficult, shader stuff. Need to have params in Gui.

4. Water waves.
  Close (to camera) area made with a grid of vertices, using 2nd material which
  reads heigh textures in vertex shader for waves animation.
  Also normal computation to get proper vertex normals (or maybe just sum of normal textures).

5. Foam texture, used randomly on water, or on higher parts.

6. ?Depth Fog (if we have the depth rendered).

7. ?Caustics on terrain, just near/clear water.
  Problematic, needs to be in all materials.

Original comment by Cry...@gmail.com on 8 Sep 2013 at 10:16

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago

Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:37

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
1a. While camera is underwater reduce sound volume (or even some filter effect)

Original comment by Cry...@gmail.com on 18 Sep 2014 at 7:53