22 Nov 10, 03:24PM
Oh -- The "highest quality" would be a low value; when you go /watersubdiv 1 , for example, you'll see lots of detail of water surface turbulence. If your watersubdiv is 64 (which is the "lowest quality"), it will fluctuate as a single mass with no noticeable wave texture. Take a look at water.cpp, lines 58-73:
Especially that last part, where nquads is modified by an equation divided by watersubdiv. Thus, it isn't a direct relation, but an inverse relation.
[SELECT ALL] Code:
extern int nquads;
#define renderwaterstrips(vertw, hf, t) \
for(int x = wx1; x<wx2; x += watersubdiv) \
{ \
glBegin(GL_TRIANGLE_STRIP); \
vertw(x, wy1, hf, t); \
vertw(x+watersubdiv, wy1, hf, t); \
for(int y = wy1; y<wy2; y += watersubdiv) \
{ \
vertw(x, y+watersubdiv, hf, t); \
vertw(x+watersubdiv, y+watersubdiv, hf, t); \
} \
glEnd(); \
nquads += (wy2-wy1-1)/watersubdiv; \
}