mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-03 00:03:50 +00:00
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. |
||
|---|---|---|
| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||