OvermindDL1
30-01-2006 22:31:12
I have two types of water in mind and trying to think of efficient ways to implement them in PLSM2.
1) Basic infinite water plane, would be rendered as a usual infinite plane (well, out to render distance), but would be interesting in creating highly detailed textures or shader effects up close (waves). Could also be done by the same pages plsm2 uses, loading and destroying in the listeners, this would allow the lods and such as well, few polys when far (maybe 2 polys when very far), to detailed up close.
2) Modeled water, in that it would be like a water plane, but could/would be varying heights and could merge with the terrain, using a heightmap like the terrain so you could have it sit in lakes and run down streams up in mountains to a massive lake below, bit more resource intensive, but barely. Would require far more work, but would be more useful overall.
Does anyone have any more ideas other then these two, and which would any of you implement, why, and how?
Also, any thoughts about setting up PLSM2 so it supports method two natively, two sets of heightmaps and textures interwoven? If someone was feeling daring, they could have the water heightmap actually merge with the heightmap of the other if someone turned on such a feature, so it would flow accurately enough (waves, not necessarilly texutre, would be difficult, and being able to do things like move water density from an area to another area to keep the water flowing at a constant rate would be a nice addition)...
1) Basic infinite water plane, would be rendered as a usual infinite plane (well, out to render distance), but would be interesting in creating highly detailed textures or shader effects up close (waves). Could also be done by the same pages plsm2 uses, loading and destroying in the listeners, this would allow the lods and such as well, few polys when far (maybe 2 polys when very far), to detailed up close.
2) Modeled water, in that it would be like a water plane, but could/would be varying heights and could merge with the terrain, using a heightmap like the terrain so you could have it sit in lakes and run down streams up in mountains to a massive lake below, bit more resource intensive, but barely. Would require far more work, but would be more useful overall.
Does anyone have any more ideas other then these two, and which would any of you implement, why, and how?
Also, any thoughts about setting up PLSM2 so it supports method two natively, two sets of heightmaps and textures interwoven? If someone was feeling daring, they could have the water heightmap actually merge with the heightmap of the other if someone turned on such a feature, so it would flow accurately enough (waves, not necessarilly texutre, would be difficult, and being able to do things like move water density from an area to another area to keep the water flowing at a constant rate would be a nice addition)...