Thursday, March 3, 2011

DirectQ Update - 3rd March 2011 - Part 2

I've switched waterwarp back to my old software-Quake-alike render to texture warp. The reasoning for this is that I frankly missed it; it was nice to be able to say that I had an underwater warp that looked like software Quake's.

I have however retained the more recent projection matrix mangling warp as an option for slower machines; this is selectable by choosing r_waterwarp 2.

The render to texture warp has been made highly configurable; look for cvars beginning with the text "r_waterwarp" and play with the values. None of these are exposed via menus and I'm not going to tell you what they do; they're toys for you to discover and play around with. :)

4 comments:

=peg= said...

Nice! I was actually hoping you would do that, as the transition from water to above water was a little rough for my taste with the projection matrix waterwarp..

Baker said...

This comment maybe lacks a bit of focus, but I am perpetually amazed by MH and the sheer amount of coding he does and how quickly.

Plus all of the internal "goo" he's had to fix up inside the engine as he essentially remasters the Quake code.

Although I'm not even close to MH's league .. I can't even see the stadium he plays in from where I am ... his constant rewrites somehow motivate me.

Maybe in 2 weeks I'll have some interesting stuff for MH to think about when I do an engine release.

metlslime said...

since hardware rendering can actually result in scenes that are partly underwater (when the water surface clips the near plane visibly) i always thought it might be cool to render that case with only the underwater part of the screen distorted and blended. Never tried it, not sure if the likely problems are solvable, but it's an interesting idea.

mhquake said...

Interesting idea. In theory, because I'm doing render to texture, I could mask out regions which should and shouldn't be warped, and even define a scaling factor to apply to the warp effect. I'm already actually doing this to fade out the warp at the edges of the screen (otherwise we get a nice sine wave effect there). That should also work well when you're looking into a pool.

Not gonna happen in the near future, but definitely one to store up for later.