[gameprogrammer] Re: Water surface in DirectX C++

You could use a fresnel shader
http://www.3drender.com/glossary/fresneleffect.htm

Ogre3D has one in their examples

-Josh

Alan Wolfe wrote:
"shall I use animation or I have other tricks"

theres a bunch of methods out there of making water and it depends
alot on what kind of effect you are going for specifically as well as
how nice you need it to look based on how nice the other things in
your game look.

Here are some basic ideas (i'm no guru here, hopefully it will give
you a place to start from or someone else will give a better answer or
elaborate)

* make a semi transparent blue square where you want your water.  You
could put some texture on top or even animated texture.

*render your water as a "height map" and you can make ripples in it by
adjusting the height of various places in the height map.

*use environment mapping to make your water look like it's reflecting
the scenery around it.

*if you want to just make a puddle, you could use an image of a puddle
and put it on the ground over your floor art, and even use environment
mapping to make it look more realistic and reflective.

*if you need water several places on your map and it's appropriate to
do this, you could make a water plane that was at a certain height so
where ever the map went below that elevation, you would see water.

if this doesn't help, having some more info on what you are trying to
accomplish exactly would let us give you more specific advice too (:

On 2/25/07, Husam Zakaria <hzcppff@xxxxxxxxx> wrote:
Hi, every one, I need to create a water surface in my game in a rectangular
area in the floor
I'm using DirectX 9.0c in C++
I want to make that surface seems like water surface at first, then add an effect to it so it will seem to have a little movement by the wind or some
thing
so what I can do and how I can do it, shall I use animation or I have other
tricks




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