Gandi Posted January 31, 2010 Author Share Posted January 31, 2010 Ok.. i think i got something usefull now, but it still looks bad in my terrain.. could maybe someone send me a testscene (something tropical) where i can test my ocean properly. i'd make one myself, but im really not good in handling the editor and i dont get good results. so if some1 got a little scene he could share with me for testing the ocean i'd be really grateful. Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 31, 2010 Share Posted January 31, 2010 G... just load any scene (.sbx) that comes with LW and get it wet... i'd really like to see what you've come up with... --Mike Quote Link to comment Share on other sites More sharing options...
Gandi Posted February 3, 2010 Author Share Posted February 3, 2010 k.. here is a little update.. but im still not really happy with it.. €: im just gonna post another question in right here.. i tried rendering the waves heighttexture into a buffer (works fine) but when i then want to use the color-buffer of it in another shader i cant access the texture at UV-coordinates >0.. it works fine for UV from 0-1 but they cant get bigger.. do i have to do something to change it, or is it just not possible? (when i have U/V >1 it just takes 1 i think so it stretches the last pixel along the rest of the "plane") Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted February 3, 2010 Share Posted February 3, 2010 but im still not really happy with it.. i dunno what i'm gonna do with you damn perfectionists seriously, it looks absolutely great... --Mike Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 3, 2010 Share Posted February 3, 2010 i tried rendering the waves heighttexture into a buffer (works fine) but when i then want to use the color-buffer of it in another shader i cant access the texture at UV-coordinates >0.. it works fine for UV from 0-1 but they cant get bigger.. do i have to do something to change it, or is it just not possible? (when i have U/V >1 it just takes 1 i think so it stretches the last pixel along the rest of the "plane") are you using clamp? or perhaps there is a material being used that has this as a default? dunno... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Gandi Posted February 3, 2010 Author Share Posted February 3, 2010 are you using clamp? or perhaps there is a material being used that has this as a default? dunno... i didnt change anything with the water shader, i just changed the texture im passing. i tried to workaround and just use texCoord-floor(texCoord), but i get ugly spaces between the patches.. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 5, 2010 Share Posted February 5, 2010 When you create a buffer, by default the textures are clamped. Use the clamptexture() command to disable this setting. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
dennis Posted November 13, 2011 Share Posted November 13, 2011 Where to get it or how to get it? awesome 5***** Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted November 24, 2011 Share Posted November 24, 2011 I agree! Gandi could you provide a small demo? Quote Link to comment Share on other sites More sharing options...
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