Outerra forum

Outerra Engine => Technology => Topic started by: knackered on February 22, 2011, 04:31:33 am

Title: Water Rendering
Post by: knackered on February 22, 2011, 04:31:33 am
Hi guys,
something I haven't been able to figure out from your blog - are you maintaining a separate mesh quadtree for the water?
I'm guessing your logic is if the min height of the main quadtree is below sea level, consider the water quadnode valid. If the waterquad node needs splitting, split and apply the same logic to the children. Otherwise just draw it.
In other words, you maintain two mesh quadtrees - you don't hijack the main height quadtree to draw water patches?
Title: Water Rendering
Post by: cameni on February 22, 2011, 05:45:53 am
Actually, we are using both - the terrain quad-tree if there's one suitable for the required water surface LOD, and a virtual quad-tree otherwise.
Terrain based one is used to retrieve water depth, what is used as parameter in wave shaping functions.