Parametric "Beaufort scale" ocean

I’ve found an error in the GPUGems formula for Gerstner wave generation: it seems quite strange to me that nVidia guys made mistake… so I’m afraid I’m missing something! :slight_smile:
The add the result of the waves mixing to the vertex position… but I’ve found it’s more correct to subtract it (like in the Tessendorf paper): allow the steepness factor (that controls the sharpness of the wave) to work correctly.
But now I have another problem popping out if using tassellation and World Position Displacement: my shader affects the new vertex from tassellation, but moves these vertex in a strange, noisy way.
They seem to the displaced according to some short wavelenght wave and flattening to the highest position.
You can see that from a long range the mesh is ok… zooming in the tassellation begins to mess the plane…
Any ideas? :slight_smile: