Yes, the water is rendered as one rectangle - which is the smallest rectangle all visible water fits in. If you want to keep fps up, keep all visible water close together in a map. IIRC this is even mentioned somewhere in the documentation...
Water settings are not chosen by the mapper but by the player, because the settings depend on the capabilities of the hardware and the preferences of the player. We have quite a few of those settings - and most of them affect the map much more than the water settings (texreduce, anyone?).
We could set up a system so that the mapper could make suggestions towards the water settings - for example, to turn off refraction, if it produces artifacts on a map. But I don't see many mappers using that :)
We have waterlevel and watercolour, which are saved with the map. Then we have waterreflect, waterrefract and watersubdiv, which can not be changed by the map, because they influence the fps impact of water.
What exactly would you like to change? Now would be a good time to ask, since I'm just finishing up map format 10 :)
(better reply here: http://forum.cubers.net/thread-8242.html)
Water settings are not chosen by the mapper but by the player, because the settings depend on the capabilities of the hardware and the preferences of the player. We have quite a few of those settings - and most of them affect the map much more than the water settings (texreduce, anyone?).
We could set up a system so that the mapper could make suggestions towards the water settings - for example, to turn off refraction, if it produces artifacts on a map. But I don't see many mappers using that :)
We have waterlevel and watercolour, which are saved with the map. Then we have waterreflect, waterrefract and watersubdiv, which can not be changed by the map, because they influence the fps impact of water.
What exactly would you like to change? Now would be a good time to ask, since I'm just finishing up map format 10 :)
(better reply here: http://forum.cubers.net/thread-8242.html)