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Dark GDK / Shader-Free Water

Author
Message
AndrewT
19
Years of Service
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 11th Mar 2008 02:53 Edited at: 11th Mar 2008 02:56
I'm working on shaderless water for my OOP Wrapper for DGDK and I wanna know that you guys think of it. I know, it's not very realistic; I was just going for something simple, fast, and water-like. Any suggestions on what I could do to make it better would be greatly appreaciated. There's a little demo attached to my post. You might need the Ageia PhysX drivers because my wrapper automatically includes it.
CuCuMBeR
23
Years of Service
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Joined: 11th Jan 2003
Location: Turkey
Posted: 11th Mar 2008 19:35
Nice texture..

Suggestion:
Try using one plain object with multi texturing to get the same result, or somthing even better. You dont need 3 of them.

I did somethin smiliar sometime ago, try searching forums for "shaderless water".

There is always one more imbecile than you counted on.
AndrewT
19
Years of Service
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 11th Mar 2008 21:11
Thanks! About the multi-texturing (using 'SetBlendMappingOn()', I presume), will that actually use any internal shaders (like 'Set Bump Mapping On()') or what not?? 'Cause I wanna make sure my water is totally shader-free.
CuCuMBeR
23
Years of Service
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Joined: 11th Jan 2003
Location: Turkey
Posted: 11th Mar 2008 21:47
No multi texturing is a directx thing and being supported by graphic cards since dx6

There is always one more imbecile than you counted on.
AndrewT
19
Years of Service
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 11th Mar 2008 21:50
Sweet! I'll try it out!
jason p sage
19
Years of Service
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 12th Mar 2008 04:52
Really? Cool.... Does FOG Still work on it though? Shaders make DBPro/DarkGDK fog defunk?!?

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