Yes, that's a plan for future. For now I have to fix all bugs for this RealisticWaterSceneNode and finish splattingterrain and Hex terrain editor. After that, I guess, I will play with some shore effects or something like that.
elvman wrote:Yes, that's a plan for future. For now I have to fix all bugs for this RealisticWaterSceneNode and finish splattingterrain and Hex terrain editor. After that, I guess, I will play with some shore effects or something like that.
gr8! good hear you're putting so much effor and creativity on such a useful project.
@elvman: Looks like it worked. Not setting the height fixes the bugs with the artifacts and the random textures. But I still see the seams from the skybox on the water...or something like that. Look at this picture:
Scene nodes can also be integrated into the scene node collection. This is much simpler and also allows the original developer to continue with the work. But indeed some reflection mechanism should be integrated with Irrlicht sometimes. And also fresnel and refraction are interesting features...
*Fixed the big with crashing at getCurrentCamera.
*Fixed bugs with water texture borders
*Fixed bugs with reflection texture projection
*Optimized the code a little bit.
*Not fixed the problem with skybox. It can be only fixed with cubemaps, prey the lord they will be supported in the next version of irrlicht.
*Found out the reason for the reflection bug posted by krama757. You must use custom clip planes (already in irrlicht SVN).
Another question, will this project be limited to realistic water simulation only, or will you attempt, in a later stage, to incorporate different liquid styles like mud and blood?