Robert Gabriel Jakabosky

Results 121 comments of Robert Gabriel Jakabosky

Cool. I will do a review this weekend. Sorry, I have been busy at work. Thanks for rebasing the changes.

I just tried: ```rust let b = get_wave_height(w_pos + vec2(1.0, 0.0)); let c = get_wave_height(w_pos + vec2(0.0, 1.0)); ``` I don't notice any difference. I am not an expert in...

Might need to change the shader to match your Rust `wave_normal`: https://github.com/Neopallium/bevy_water/blob/e36732668e2077591a8b965bc6d81a66c363c3ed/src/param.rs#LL56C1-L56C1 The `ocean` example has debug lines (use feature `debug`) that could be used to help check the Rust...

> > Might need to change the shader to match your Rust `wave_normal`: https://github.com/Neopallium/bevy_water/blob/e36732668e2077591a8b965bc6d81a66c363c3ed/src/param.rs#LL56C1-L56C1 > > The `ocean` example has debug lines (use feature `debug`) that could be used to...

> I have a couple of minor simplifications for the shader if you want. Go ahead and switch the normal calculation to use the x/y axis, so it matches your...

> > > Might need to change the shader to match your Rust `wave_normal`: https://github.com/Neopallium/bevy_water/blob/e36732668e2077591a8b965bc6d81a66c363c3ed/src/param.rs#LL56C1-L56C1 > > > The `ocean` example has debug lines (use feature `debug`) that could be...

> I thought about the `wave_height` change. Maybe only setting it per Material it a better choice. If you want me to remove it just tell me. For now it...

> I also made the wave height modifiable. Might be better to call it scale or amplitude. > I just noticed that large wave heights are somewhat ugly. This fixed...

The difference between the rust and shader wave code doesn't seem to be from the time. Pausing the global bevy time, still has a difference between the two. Even without...

Finally found what is causing the difference between the shader & rust wave height. The mesh doesn't have many vertex points, the shader calculates the height at the vertex and...