James Turner wrote:
> I've idly wondered about pulling the water out of the generated
> scenery, and instead creating 'ground' down to the low tide line. The
> water surface could then be created at runtime, allowing for tides,
> waves, and other effects depending on the GPU/CPU power available.
Well, just "pulling the water out" would be quite simple by <VERY UGLY
DESIGN> replacing the respective texture with something transparent
</VERY UGLY DESIGN> or <NOT MUCH BETTER> simply not applying the
texture at all </NOT MUCH BETTER>, thus leaving a visual void. This
would at least serve The Developer as a test scenario for simulating
small waves and/or just simple visual water surface effects at MSL.
Secondly, <PROPER DESIGN> using bathymetry 'elevation' data we'd
certainly be able to create seabed 'Terrain' for "Ocean" and probably
also for "Lake" areas </PROPER DESIGN> - probably not as detailed as
the regular surface but sufficiently accurate to model the seabed for
example within the twelve mile limit (just to put a figure). This would
allow for simulation of tides and the resulting effects at a later
development step.
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
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