knackered
01-13-2002, 02:33 AM
I refer to the Gamasutra article on Deep Water Rendering: http://www.gamasutra.com/gdce/jensen/jensen_01.htm
In the section entitled "Color of Water", the author talks about indexing into a cube map to find the colour.
Has anyone had any thoughts on how to do this with texture shaders? As far as I can see, you can only do the "cube map reflect" calculation with texture shaders, but no "cube map refract", or something similar.
Maybe someone could share their implementation ideas on this area....
In the section entitled "Color of Water", the author talks about indexing into a cube map to find the colour.
Has anyone had any thoughts on how to do this with texture shaders? As far as I can see, you can only do the "cube map reflect" calculation with texture shaders, but no "cube map refract", or something similar.
Maybe someone could share their implementation ideas on this area....