Florian Report post Posted June 24, 2007 1. Water shader quality setting is not written to el.ini on exit 2. changing water quality setting to 1 or 2 toggles FB to "on", but I still have to click toggle FB once to get the new reflections working (they look very good BTW) 3. with water quality != 0 I can't disable FB Share this post Link to post Share on other sites
Florian Report post Posted July 7, 2007 Well, shaders are fiexd for OSX, at least shaders quality level 2 work. But shadows (shadow mapping works since yesterday, yay!) are not rippled, that looks kinda strange. So maybe first project the shadow on the surface and then apply the shaders? Share this post Link to post Share on other sites
ttlanhil Report post Posted July 7, 2007 (edited) But shadows (shadow mapping works since yesterday, yay!) are not rippled, that looks kinda strange. So maybe first project the shadow on the surface and then apply the shaders?They used to be rippled... But while IRL shadows may be adjusted slightly by water rising/falling, they aren't affected by the angle of the surface of the water changing (which is what affects reflections), so I asked Xaphier to change it in EL.If we get waves/ripples that actually do have a Z offset, which would allow for ripples when people walk through water, raindrops, etc. (which I'm told would require large changes in how EL works; not a bad thing considering what would be improved, but a large job), then I'd agree with some distortion of the shadows as far as the difference in Z goes; but I think flat shadows on flat water look more correct. Edited July 7, 2007 by ttlanhil Share this post Link to post Share on other sites
Florian Report post Posted July 8, 2007 (edited) Lights are not reflected which does not look good e.g. at Port Anitora the torches at the bridge ... Screeny Edited July 8, 2007 by Florian Share this post Link to post Share on other sites
Florian Report post Posted July 11, 2007 USE_TR1 breaks shaders ... Share this post Link to post Share on other sites
Florian Report post Posted August 27, 2007 USE_TR1 breaks shaders ... ... does not anymore Share this post Link to post Share on other sites