I did mention it before - but depending on angle, scale, PoV field - you will see different water levels
it is annoying, bruuuh
I did mention it before - but depending on angle, scale, PoV field - you will see different water levels
it is annoying, bruuuh
I agree, it is annoying.
The sealevel guide simply intersects a flat plane with the terrain, which means that we’re relying completely on the Z buffer on the GPU for determining visibility. WM attempts to automatically set the z near to a reasonable value, but when it fails, the shoreline will swim or fight.
There are ways around this, but compared to other features and fixes, this is mostly an annoyance, and so its a backburner item.
mmmm
after reading words in your replay still think that you may not understand that issue not in Z-fighting
this issue is new, and was not exists in 4030 release
it is not Z-fighting itself. It is more like water just disappear and appear on random height
here is no actual fight between two values
look on screenshots - water settings still same on every of them (639 meters),
but each time gives new random water level. It is not Z-fighting itself
sorry if title may make you confused, i did not know how to quickly name it. this issue did not exist on 4030+ and it is something new, not Z-fighting
Hmm. The disappearing water is a z-fighting artefact; the reason its not fighting is that WM applies an offset to resolve the edge cleanly.
You are correct though - this is broken compared to 4031. I’ll take a look at what changed internally to cause this. Thank you!