Thanks...it worked well with the water reflection.
code looks now like this:
#region TVGraphicsFXFunctions
public static bool GraphicsFXSetReflection(int nMeshID, float sNegAltitude, int nRSIndex)
{
if (dicRenderSurfaces.ContainsKey(nRSIndex) == false) return false;
TV_GraphicsFX.SetWaterReflection(TV_Global.GetMeshFromID(nMeshID), dicRenderSurfaces[nRSIndex],
null, 0, new TV_PLANE(new TV_3DVECTOR(0, 1, 0), sNegAltitude));
return true;
}
public static bool GraphicsFXSetWater(int nMeshID, int nReflectRSIndex, int nRefractRSIndex, int nStyle, TV_PLANE waterPlane)
{
if (dicRenderSurfaces.ContainsKey(nReflectRSIndex) && dicRenderSurfaces.ContainsKey(nRefractRSIndex))
{
TV_GraphicsFX.SetWaterReflection(TV_Global.GetMeshFromID(nMeshID), dicRenderSurfaces[ nReflectRSIndex],
dicRenderSurfaces[ nRefractRSIndex], nStyle, waterPlane);
return true;
}
return false;
}
// Set reflection animation
public static void GraphicsFXSetWaterAnimation(int nMeshID, bool fDirectional, float sDirectionSpeedX, float sDirectionSpeedZ)
{
TV_GraphicsFX.SetWaterReflectionBumpAnimation(TV_Global.GetMeshFromID(nMeshID), fDirectional, sDirectionSpeedX, sDirectionSpeedZ);
}
// Set colour for water
public static void GraphicsFXSetWaterReflectionColor(int nMeshID, TV_COLOR reflectTint, TV_COLOR refractTint, float sCustomFresnel)
{
TV_GraphicsFX.SetWaterReflectionColor(TV_Global.GetMeshFromID(nMeshID), reflectTint, refractTint, sCustomFresnel);
}
#endregion
Thanks West
