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DigitalRuneWaterWaves Class
Defines a displacement of the water surface to create waves.
Inheritance Hierarchy

Namespace: DigitalRune.Graphics
Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax
public abstract class WaterWaves : IDisposable

The WaterWaves type exposes the following members.

Constructors
  NameDescription
Protected methodWaterWaves
Initializes a new instance of the WaterWaves class.
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Methods
  NameDescription
Public methodDispose
Releases all resources used by an instance of the WaterWaves class.
Protected methodDispose(Boolean)
Releases the unmanaged resources used by an instance of the WaterWaves class and optionally releases the managed resources.
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyDisplacementMap
Gets (or sets) the displacement map.
Public propertyIsTiling
Gets (or sets) a value indicating whether the displacement map can be tiled seamlessly across the water surface.
Public propertyNormalMap
Gets (or sets) the normal map (using standard encoding, see remarks).
Public propertyTileCenter
Gets (or sets) the center of the first tile in world space.
Public propertyTileSize
Gets (or sets) the size of a single tile (one texture repetition) in world space.
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Remarks

Water waves are defined using a DisplacementMap and a NormalMap. These maps are used to deform the water surface (usually by displacing the vertices in the vertex shader).

DisplacementMap and NormalMap are expected to have the same resolution. The DisplacementMap can be if only the normal map should be used.

See Also