![](https://attach.openclonk.org/avatars/126-5136.png)
I think the simplest route for now would be to simply make water a solid colour. Perhaps animated material textures will be needed for the future, and water can have moving waves then (especially lava will need this), but for now the simplest and best looking route is to simply have a solid colour for water, with some very minor noise.
Thoughts?
![](https://attach.openclonk.org/avatars/79-5162.png)
![](https://attach.openclonk.org/avatars/185-9473.png)
The dynamic texture will definitely be the best solution here. But right now yes, we can change it to solid color (for the sake of not distracting newbie players that much)
Half transparent, light blue-cyan with shader-based waves effect and 25% obstruction of view of what is behind/in water.
That's my opinion.
That's my opinion.
We had this discussion before (http://forum.openclonk.org/topic_show.pl?pid=8746#pid8746) and we will have no animated textures because of memory consumption.
basta
basta
![](https://attach.openclonk.org/avatars/65-0196.png)
Why can't we just use shaders for rendering water? (perhaps optionally)? >.>
![](https://attach.openclonk.org/avatars/65-0196.png)
Well, I recently did study OpenGL a bit.
Isn't this as much as writing a simple program and executing it?
No idea. I'm not a very good programmer to be honest :>
Isn't this as much as writing a simple program and executing it?
No idea. I'm not a very good programmer to be honest :>
![](https://attach.openclonk.org/avatars/126-5136.png)
![](https://attach.openclonk.org/avatars/64-84632.png)
Your post seems absolutely obsolete here and implies a lot of unmentioned things.
Hm, btw: Why don't we just continue using Günther's animated shader water? Was there some problem with zoom?
Well, Clonk Rage has one. Not turned on by default, though. That's why I'm asking: If we want to have shaders in the mid-term, all things holding them up have to be solved anyway. So why not push to include that one?
Edit: Code is still in, see here. Placed in the lovely-named RestoreDeviceObjects function, to emphasize its preliminary status I suppose ;)
Edit: Code is still in, see here. Placed in the lovely-named RestoreDeviceObjects function, to emphasize its preliminary status I suppose ;)
![](https://attach.openclonk.org/avatars/24-4666.png)
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