Real time stormy ocean 3D
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All Comments (42)
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I guess the foam is based upon the hight of the hightmap?
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only one thing missing! your camera (and cameraman) should be in a shaking ship and camera should move like you are in storm...
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that looks so dodgy :(
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@crativ3 Hello, what have you been smoking? Microsoft fanboys' magazine monthly issue?
So.. SPs are proprietary, heh? Only DirectX can use them? Then how come I'm running my GLSL shaders on them as we are speaking, dimwit.
What right do you have to come here and trash talk an open-standard API, talk about inflexibility or whatever technical word came through your mind, when you admittedly didn't even bother testing it, and don't seem to know jack shit about either.
Are you even a programmer?
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@Mkdesignx you get more power from SP because of the amount a GPU has...
/watch?v=ujAFaGvqbeE
if you still cant see the use of SP's and what advantage they have compared to Pipelines.
Your question was if you have tested the difference? Well, have you? If you have, did you documented the test?
OpenGL can do everything DirectX can but thru pipelines (SP's proprietary Microsoft DirectX)
Amazing! Now add a fucking huge sea monster and a shaky ship with a cannon to fight the monster with!
SpyWhoLovedHimself 4 months ago 7
Amazing!!
One question, the foam is a "foam map"? I mean a geometry dependent solution that you store as a numbered still bitmaps.
Impressive work!!
3DCarolina 2 months ago