On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza <vivian.mea...@lineone.net>wrote:

> Emilian and I have been working on the water shader, and have run into some
> show stoppers caused by the lack mf vertices in the ocean tiles - there are
> just 4 so far as we can see, so the junctions between tiles always show up
> as you speculate. It might be we can do something about this in due course.


Hi Vivian,

Another interesting thing is to turn on wireframe rendering and you can see
exactly where the triangle seams are in the ocean surface.  I noticed visual
seams in the sea foam and reflections that weren't related to the underlying
structure and seemed more likely to be a texture wrapping problem (i.e. one
of the textures wasn't fully tileable?)  Either that or there is a texture
coordinate problem introduced in the latest water effects code.

The original ocean auto-gen code was intended to keep things simple and keep
polygon counts low.  We certainly could generate more vertices in the ocean
auto-gen code.  That shouldn't be too hard and probably is worth doing now
with computers that could easily handle a few more polygons.  The challenge
would be mating these autogen tiles up with adjacent terragear-generated
tiles that are part land part ocean.

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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