Breaking the water

Is that possible to break the water like at 3 min 10 in this video so we can do something like a river ?



http://www.youtube.com/watch?v=VkS5mmMJgp8

Not the post processing water, no. SimpleWat is bound to a quad, so that you can place somewhere.

then I’ll use simple wat thanks , the only thing that is really annoying is that i can’t reflect something else that 1 item not like the post who does reflect the sky and the terrain at the same time :frowning:

Rtfm, you can reflect anything you want or dont want by ordering in the reflection and scene node.

ok …

The water in that video does not reflect or refract, its a bunch of simple transparent geometry with an animated texture.

Yep that water there is really simple.



No wonders, Wii does not support Shaders at all.



Btw a fake reflection might be good enough, make a second Boat upsidedown that is half transparent and attach it to the real one.

EmpirePhoenix said:
Yep that water there is really simple.

No wonders, Wii does not support Shaders at all.

Btw a fake reflection might be good enough, make a second Boat upsidedown that is half transparent and attach it to the real one.

The Wii (and its predecessor, the GameCube) support shaders, thats not the issue.
The primary issue is due to the limitation of rasterization: You cannot achieve a correct reflection for a river with just rendering the scene from the viewpoint of a plane. The only way to get correct results is by using raytracing, however no real time solutions exist for that.
The other alternative is by cheating, you can generate a cubemap for each section of the river and then use it as an environment map, this technique is possible with jME3

Ok your right it can do shader similar stuff but it’s rarly used http://revoeyes.blogspot.com/2007/07/wii-has-more-power-than-you-think.html

I take my statement back, the GameCube/Wii do not have shaders, at least, not in the traditional sense. They have something like NVIDIA register combiners except without the language part, you have to program the state of each of the 8 units manually through code.

You can see how it works in more detail by looking at the header files of LibOGC:

http://code.google.com/p/bluemsx-wii/source/browse/trunk/lib/libogc/include/ogc/gx.h?r=101

Oh my, no wonders they are rarly used, so much work for only single platform is not really worth it. (Since most Wii gamers does not expect it anyway even more)