No warnings about shader, water creation code:
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myRiverNode = new RealisticWaterSceneNode(smgr, 10000, 10000,
driver->getTexture("media/textures/water.jpg"), device->getTimer());
if(myRiverNode)
{
myRiverNode->setWindForce(10.5f);
myRiverNode->setPosition(vector3df(15000.0f,80.0f,0.0f));
myRiverNode->setMaterialFlag(EMF_LIGHTING, false);
myRiverNode->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
myRiverNode->setMaterialFlag(EMF_FOG_ENABLE, false);
}
Before water creation I have 3 nodes:
2 IAnimatedMeshSceneNode (character .X, and weapon .OBJ) with shadowvolume and lighting on, fog off.
1 ITerrainSceneNode with lighting on, fog off.
After water creation:
1 skydome node:
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("media/textures/skydome.jpg"),16,8,0.95f,2.0f);
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
1 light:
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smgr->addLightSceneNode(0, vector3df(0, 15000, 2000),SColorf(0.1, 1, 1), 20000.0f, -1);
1 camera node:
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cam = smgr->addCameraSceneNode(0, vector3df(1800, 3800, -700), vector3df(0,3000,2000));
cam->setNearValue(1.0f);
cam->setFarValue(1000000.0f);
cam->setPosition(vector3df(0,2000,-1500));
In the game loop just manage eventReceiver to control character position or exit, change character position and animation frame loop, change camera position relatively to character position.
Render with:
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driver->beginScene(true, true, SColor(255, 100, 100, 100));
smgr->drawAll();
driver->endScene();
Versions:
irrlicht 1.7.1 Professional (Build 7600)
RealisticWater 019
OpenGL 3.3.0
GLSL 3.3
IDE Visual Studio 2008 (C++)
PD: Under DIRECT3D9 the shader doesn't compile:
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HLSL pixel shader compilation failed:
(68): error X4523: cannot map this dependent texture read to ps_1_1
(63): error X4523: cannot map this dependent texture read to ps_1_1
HLSL vertex shader compilation failed:
(1): error X3000: syntax error: unexpected token 'vec2'
And Thanks again for your time,
