Illidanz
10-12-2008 12:53:53
Hi, I have a couple of problems with Hydrax and I'll try to explain them. My english is not the best but I hope you understand
1) My main camera node is attached to another node like this
I'm sure that I'm updating hydrax AFTER all the inputs and possible changes (by physics for example), but still the water doesn't follow the camera when i'm turning it, see that screenshot as an example.

The only thing that I'm doing in the main loop after the hydrax update is this:
2) This is best explained by the screenshot:

3) I've noticed another problem. If i go a lot high (let's say Y = 2000.0), I can se a circle in the horizon in the middle of the water. I can see this circle also at Y = 100.0, but it's almost not noticeable (you can see it in the previous screenshot). Screenshot:

I can't attach files, so I'll paste the hydrax cfg
1) My main camera node is attached to another node like this
mCameraNode->setAutoTracking(true, mTargetNode);
I'm sure that I'm updating hydrax AFTER all the inputs and possible changes (by physics for example), but still the water doesn't follow the camera when i'm turning it, see that screenshot as an example.
The only thing that I'm doing in the main loop after the hydrax update is this:
Ogre::WindowEventUtilities::messagePump();
root->renderOneFrame();
2) This is best explained by the screenshot:
3) I've noticed another problem. If i go a lot high (let's say Y = 2000.0), I can se a circle in the horizon in the middle of the water. I can see this circle also at Y = 100.0, but it's almost not noticeable (you can see it in the previous screenshot). Screenshot:
I can't attach files, so I'll paste the hydrax cfg
#Hydrax cfg file.
#Hydrax version field
HydraxVersion=0.4.0
#Main options field
<vector3>Position=-5000x100x-5000
<float>PlanesError=10.5
#Shader mode: 0=HLSL, 1=CG, 2=GLSL
<int>ShaderMode=0
<float>FullReflectionDistance=1e+011
#<float>FullReflectionDistance=99999997952.0
<float>GlobalTransparency=0
<float>NormalDistortion=0.075
#<vector3>WaterColor=0.126652x0.628499x0.985075
<vector3>WaterColor=0.058209x0.535822x0.679105
#Components field
Components=Sun|Foam|Depth|Smooth|Caustics|Underwater|UnderwaterReflections|UnderwaterGodRays
#Sun parameters
<vector3>SunPosition=0x10000x0
<float>SunStrength=1.75
<float>SunArea=150
<vector3>SunColor=1x0.9x0.6
#Foam parameters
<float>FoamMaxDistance=7.5e+007
<float>FoamScale=0.0075
<float>FoamStart=0
<float>FoamTransparency=1
#Depth parameters
<float>DepthLimit=90
#Smooth transitions parameters
<float>SmoothPower=5
#Caustics parameters
<float>CausticsScale=80
<float>CausticsPower=10.5
<float>CausticsEnd=0.8
#God rays parameters
<vector3>GodRaysExposure=0.76x2.46x2.29
<float>GodRaysIntensity=0.015
<float>GodRaysSpeed=5
<int>GodRaysNumberOfRays=100
<float>GodRaysRaysSize=0.03
<bool>GodRaysIntersections=false
#Rtt quality field(0x0 = Auto)
<size>Rtt_Quality_Reflection=0x0
<size>Rtt_Quality_Refraction=0x0
<size>Rtt_Quality_Depth=0x0
<size>Rtt_Quality_URDepth=0x0
<size>Rtt_Quality_GPUNormalMap=0x0
#Module options
Module=ProjectedGridVertex
<float>PG_ChoopyStrength=2.9
<bool>PG_ChoppyWaves=false
<int>PG_Complexity=150
<float>PG_Elevation=50
<bool>PG_ForceRecalculateGeometry=false
<bool>PG_Smooth=false
<float>PG_Strength=10
#Noise options
Noise=Perlin
<int>Perlin_Octaves=8
<float>Perlin_Scale=0.185
<float>Perlin_Falloff=0.49
<float>Perlin_Animspeed=1.4
<float>Perlin_Timemulti=1.27
<float>Perlin_GPU_Strength=2
<vector3>Perlin_GPU_LODParameters=0.5x50x150000