Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it... It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU. I thought it will be slower but I guess generating and uploading 128x128 is not a problem for modern computers. I also found some bugs andβ¦
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Link on github.com
github.com
Did you know that @nekonomicon, one of Xash3D FWGS contributors and hlsdk-portable maintainer, tracks the list of opensourced and reverse-engineered Half-Life mods? Yes he does!
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