Horde3D

Next-Generation Graphics Engine
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PostPosted: 13.12.2016, 09:18 
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Joined: 02.12.2016, 12:30
Posts: 23
Hi!

Today i decided to add water simulation to my project, i have read some tutorial on the internet about water shading, it's about generating reflection and refraction map via RTT using geometry clipping where necessary, then alter those map using a water normal map to make final water surface, but i'm quit confuse how to do that with H3D...... Can any body help me to do that..... Who have experience with water simulation with H3D before....... Please replay.... :|

Thanks

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PostPosted: 13.12.2016, 10:10 
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Joined: 17.11.2009, 17:00
Posts: 205
Location: Russia, Moscow
Check this link: https://github.com/mgottschlag/horde3d/ ... ions/Water
It is not ready, but you can use it as a base for your water scene node.


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PostPosted: 13.12.2016, 10:56 
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Joined: 02.12.2016, 12:30
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Thank you for that link..
But I was expecting plane water shading, not like caustic water, because its reflection feel more realistic then grid caustic......
Do you know any work with flat water shading done with h3D....

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PostPosted: 02.01.2017, 08:15 
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Joined: 02.01.2017, 02:59
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Irdis wrote:
Check this link: https://github.com/mgottschlag/horde3d/ ... ions/Water
It is not ready, but you can use it as a base for your water scene node.


Hi,
Cheers to the horde3D dev's, it's pretty impressive and small :D
I download the zip from github, and copied it to my horde3d root folder, it builds but there's no executable? any tips?


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PostPosted: 04.01.2017, 20:40 
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Joined: 17.11.2009, 17:00
Posts: 205
Location: Russia, Moscow
A library is built by default that is linked to the engine. Probably sample output path is not correct in CmakeLists.txt. Mind that water extension is not complete and was written for beta 2 or 3, if I remember correctly.


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