![]() We use these pertubated vectors to offest the textures coordinates. Assuming that every pixel ray come to the mesh at (0,0,-1), we can generate a perturbated View Vector. Drag (otherwise water never stop moving)ĬURRENT_HEIGHTMAP -= CURRENT_HEIGHTMAP * DRAG Īnd that's it! Set an initial height perturbation in the last state, iterate at 30fps: Voila des vagues !įrom the heigthmap, we then generate a mesh. ![]() PREVIUS_HEIGHTMAP) / 2) - CURRENT_HEIGHTMAP #define PREVIUS_HEIGHTMAP (* simulation2) #define CURRENT_HEIGHTMAP (* simulation1) To make everything move, use the following algorithm:.In order to animate, we will need an other array: int simulation2, with the exact same dimension as simulation1. ![]() This is done via a double array ( int simulation1), olding the height of each wave,
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |