Water simulation system using Perlin noise textures(in realtime), realtime normal mapping calculation, SM 2 HLSL and with postprocessing bloom effect. Under Ogre3D.
ddosBass, it might be because of his settings, but Perlin Noise for large grids is known to require computational power and it might be because of that.
ddosBass, it might be because of his settings, but Perlin Noise for large grids is known to require computational power and it might be because of that.
silverblizzard666 2 years ago
GAH! too much bloom me thinks
paperback333 3 years ago
looks like it doesn't refreshes alot. or the animation is just a few frames, what gives?
ddosBass 4 years ago