Being able to do those things with D3D7 is very cool, I just found it quite surprising. The first time I looked at DirectX it was D3D8 in VB6...
Toaster wrote:Do you have any links for this pipeline? I am kinda interested as long as its' free..
The latest DirectX SDK is a good place to start. The advantage of the programmable pipeline is that you handle all of the rendering (transformation, lighting, texturing) yourself so can effectively do anything you like. You just have to write the vertex + pixel shaders, which are easy enough using HLSL (and the D3D docs contain a simple effect file that provides basic transformation and texturing that you can expand on).
Here's the world.fx that I use to render Quake levels (it simulates the look of the software renderer).
Just some screenshots.. First one is of the level editor I am rewriting it so it looks much better the 2nd one has bumpmapping and reflection along with a nice bloom filter..
Thanks I've made it so you can change the bump X,Y texture scale as long with the bump height. You can change the water color as well and set it up the scale so that it can be as long as you want I did a test 100000,100000 of my world units thats incredibly large like super gigantically large. Still the same framerate as before thanks to bumpmapping.
Halifax: Its not a shader I am using directX 7.. I made a simple plane with a bumpmap/cubemap on it. Then I move the bumpmap to make the waves. Really simple nothing to super about it.
Super Speler: The bright lines underneath the water is the grid.