Water not rendering properly
by Howard Dortch · in Torque Game Engine · 10/29/2004 (7:11 pm) · 9 replies
I've been having problem gettin water to render properly. I set the water level and create the water block, add in all the textures, matter of fact I coppied the demo block and just changed the position etc. Problem is some of the water polygons dont render and leave missing square sections. Is there any magic trick to setting water in a level?
#2
10/30/2004 (4:37 am)
Yes I did, the square size was altered to 4, can I change the watre to match? Hadn't thought of that, good catch....
#3
10/30/2004 (7:29 am)
There have been several attempts to fix it, and none work too well. The only thing that works 100% is not to touch the square size.
#4
10/30/2004 (8:02 am)
Yup. You might ask Robert Blanchet, as he's done some work getting the water working with any square size. He might have some tips.
#5
10/30/2004 (8:52 am)
Thanks all for the info, guess this mission has no water for now. I'll look in the engine code to see if I can fix it.
#6
11/08/2004 (10:15 am)
Has anyone made any progress on this yet or would anyone know how to contact Robert Blanchet? I tried his email address on his portfolio and it no longer exists. I'm trying to fix this and would like to hear from those who have looked at this already to see if they can lead me in the right direction.
#7
11/08/2004 (4:02 pm)
He works here at GG... I'll make sure he looks at this thread.
#8
Changing the squareSize effects how the engine samples the heightmap. So decreasing the size could make a broad round mountain turn into a sharp peak for example. Generally speaking the engine doesn't care how you change the squareSize so long as you dont go below 2 or above 64, it seems. Water on the other hand has some issues because the water samples the heightmap data directly. Since this heightmap data doesn't reflect the actual properties the terran may have (squareSize and/or blockSize) it incorrectly assumes these properties.
Unfortunately the water has alot of these magic numbers everywhere in its code so it is a pretty nasty affair to change. Melv's addition to the water code, the shoreline effect, has a different way of sampling the terrain which doesn't rely on on the heightmap data directly. Fixing the water to use this altogether would probably be the best solution to fixing the holes in the water after changing the square size.
11/09/2004 (12:19 pm)
Sorry I had forgot to update my email address :p Changing the squareSize effects how the engine samples the heightmap. So decreasing the size could make a broad round mountain turn into a sharp peak for example. Generally speaking the engine doesn't care how you change the squareSize so long as you dont go below 2 or above 64, it seems. Water on the other hand has some issues because the water samples the heightmap data directly. Since this heightmap data doesn't reflect the actual properties the terran may have (squareSize and/or blockSize) it incorrectly assumes these properties.
Unfortunately the water has alot of these magic numbers everywhere in its code so it is a pretty nasty affair to change. Melv's addition to the water code, the shoreline effect, has a different way of sampling the terrain which doesn't rely on on the heightmap data directly. Fixing the water to use this altogether would probably be the best solution to fixing the holes in the water after changing the square size.
Associate Kyle Carter