![Wink ;)](./images/smilies/icon_wink.gif)
Here's what I 've got for now, just by using a couple of minor, non-intrusive, patches:
![Image](http://img154.imageshack.us/img154/8248/overwaterew1.th.png)
![Image](http://img83.imageshack.us/img83/695/underwaterhm6.th.png)
It's missing lighting, fresnel term and underwater effects but seems like I 'm on the right track
![Smile :)](./images/smilies/icon_smile.gif)
Yiannis.
lol, I 'm not talking about the waterbitplane wrote:yes, where do we find this water patch?
No, working fine here and is used in the water scene abovebitplane wrote:oh, the frame buffer objects.. Okay I just tried this patch, but the rtt example shows it only renders to the area that would be inside the screen, even after the patch. I didn't investigate any further yet, I'm guessing its something to do with cameras using the screen size rather than the render target size. any pointers?
What graphics card do you try this on? And are your drivers recent enough (e.g. this year's)?bitplane wrote:okay, so getCurrentRenderTargetSize needs adding to CNullDriver and IVideoDriver, returning the screen size by default. Cameras need to check the current render target size instead of the screen size to get the correct aspect ratio, and something needs adding to set the new viewport size when changing render targets..
and it still doesn't work!