ok, here’s a no-brainer that should be relatively easy to solve. I’m actually a bit embarassed to be posting it, but a small bit of humiliation is worth a few hours of dev time.
I would like to create a liquid effect on a single, large textured quad ( tri-strip, whatever ). A great example of the effect I’m looking for is the intro screens on the LDA game, “Treadmarks.” I’ve done a bit of research on liquid/glass modeling, and they all seem a bit of overkill. Since this effect has been do in so many different applications, I am led to believe that there is a general technique to doing so…
Is the basic technique to just tesselate the large quad close to pixel accuracy and manipulate the texcoords with a sine/cos flavoured wave?
I apologize for being lazy, but I don’t make a living through OpenGL and lately, time hasn’t been in abundance.
I’d greatly appreciate any information on this subject. Please, however, don’t point me to the nVidia website. I’m looking for a vanilla 1.1 implementation here, and while some may argue that even 1.1 can be dependant on extensions, you know what I mean
Simulating water is hardly simple. Researchers are still trying to get water right on high-end rendering apps. If you want to do anything even slightly decent with it, it’s going to require either multitexture or multipass (ie slow). A single texture isn’t going to do the job correctly.
I must have explained myself incorrectly. I am not looking for an accurate representation of water/liquid or anything that complex, just a simple, procedural texture effect to distort the image. Perhaps I am oversimplyfing the process.