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Also used sqrt(2), but hard-coded .707, that's sufficient
and faster than having the CPU calculate sqrt(2) all the
time.
How do you read the pgm-file? I've got no experience
with reading other files than those I've scripted myself.
But using an image as a base, wouldn't that be a
bit complicated if you'd want to set you're water surface
different than on a horizontal plane? Also, if you have
surrounding objects to block the waves, it would be
difficult to match splashes with surrounding environment...
BTW, how interactive is your system?
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
>
> >Hm. As I stumbled upon this, Rune and Christoph had
> >made some experiments, and gave me a push
> >in the right direction:
>
> Yes,I read the thread too.
>
> >1. Smoothen with more than just the four neighbours,
> >take the diagonal neighbours as well, but weight them
> >a little less.
>
> I used sqrt(2)
>
> >2. The initial wave shouldn't be just a single point, I've
> >found that using 9 nodes (with the center one being
> >the highest) gives very pleasing results.
> >
> I started out using a different approach, for the initial array I've been
> reading a graphic file (pgm) so I've painted a splash using a brush with a
> hardness of 32 (Paint Shop Pro), same effect I think.
> One thing I noticed was that there was a diamond shaped leading edge to
the
> wave. This disappeared when I made both initial arrays the same. I hope
that is
> clear.
>
> Regards
> Stephen
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