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Reduce wave amplitude to fix tile boundary gaps
Each water tile generates waves independently using local coordinates, causing height mismatches at tile boundaries. Reduced amplitude minimizes visible seams. Problem: - Waves calculated per-tile using local vertex positions (aPos) - Adjacent tiles have different local coords at shared boundary - Wave height discontinuity creates visible gaps between tiles Solution: - Reduced ocean wave amplitude: 0.25 → 0.06 (75% reduction) - Reduced canal wave amplitude: 0.10 → 0.04 - Kept frequency and speed for subtle animation - Waves still visible but gaps minimized Technical note: Proper fix would be world-space wave calculation, but requires passing tile offset to shader. This amplitude reduction is simpler and effective for smooth ocean appearance.
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1 changed files with 4 additions and 3 deletions
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@ -413,9 +413,10 @@ void WaterRenderer::render(const Camera& camera, float time) {
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// City/canal liquid profile: clearer water + stronger ripples/sun shimmer.
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// Stormwind canals typically use LiquidType 5 in this data set.
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bool canalProfile = (surface.wmoId != 0) || (surface.liquidType == 5);
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float waveAmp = canalProfile ? 0.10f : 0.25f; // Increased from 0.07/0.12
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float waveFreq = canalProfile ? 0.30f : 0.22f; // Increased from 0.18 for more waves
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float waveSpeed = canalProfile ? 1.20f : 2.00f; // Increased from 1.60 for more motion
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// Reduced wave amplitude to prevent tile seam gaps (tiles don't share wave state)
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float waveAmp = canalProfile ? 0.04f : 0.06f; // Subtle waves to avoid boundary gaps
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float waveFreq = canalProfile ? 0.30f : 0.22f; // Frequency maintained for visual
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float waveSpeed = canalProfile ? 1.20f : 2.00f; // Speed maintained for animation
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float shimmerStrength = canalProfile ? 0.95f : 0.50f;
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float alphaScale = canalProfile ? 0.72f : 1.00f;
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