Oh noes that could be a bit of a problem x( are you sure I can’t use it with regular meshes (a plane) in version?
I haven’t looked at your quadtree generator yet (I’m compiling the engine atm, might take a while) but I can’t help thinking that it might be a bit of an overkill
In the community ocean project I was able to create -in my eyes- a decent “infinite” plane system by scaling the plane based on the camera height to extend to the horizon (also have the plane follow the camera x,y position)… it is a super simple method that seem to work surprisingly well.
The shader needs to be based on world position instead of UV’s but that can already be done with WaveWorks as far as I remember.
Is it possible to get the previously committed version (without the quadtree) from github? so I can test it out?
I always wanted to use WaveWorks in the community ocean project but since I was not able to figure out how to read the wave height from code I didn’t bothered since it would be kinda useless without buoyancy