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Written by Pavel Krajcevski, Krajcevski@gmail.com.
A watermesh is a simple mesh representing a grid. In its simplest form it can be used to render a square. It requires a specific shader to make it look like water. A watermesh is generally preferred since it is very simple to define the bounds and furthermore it supports ocean creation with very basic LOD calculations.
The following SCF class names are used (for csLoadPlugin
):
crystalspace.mesh.object.watermesh
crystalspace.mesh.loader.watermesh
crystalspace.mesh.loader.factory.watermesh
Objects in this plugin implement the following SCF interfaces, which you
can retrieve with scfQueryInterface
:
Use the ‘iWaterFactoryState’ SCF interface to access settings for a watermesh factory. The definition of this interface can be found in ‘CS/include/imesh/watermesh.h’ and that is also the include file you need to include in your applications to use this plugin. Using this interface you can access the material, dimensions, murkiness, and whether or not you want an ocean for your watermesh factory.
Here is a list of all the tags supported by a watermesh factory and their meaning:
‘iWaterMeshState’ (residing in ‘CS/include/imesh/watermesh.h’) is the SCF interface that you can use to manipulate settings for a watermesh object. By using this interface you can access the material for a watermesh object.
Here is a list of all the tags supported by a watermesh object and their meaning:
Currently, most of the work into rendering realistic water is determined by the shaders associated with the mesh. For this there is a predefined shader in ‘CS/data/shader/water/water.xml’. Also, the shader currently supports the use of multisampling a normal map to create a rippling effect on the water. This requires a normal map defined in tangent space, some of which can be found in ‘CS/data/water/’
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