Original Post
I've got a nice water sim going, but I am having rendering problems. screenshot I'm using a normal map that is updated every frame, which has eliminated triangular interpolatoin problems by moving them to the graphics card and four point bilinear filtering. Things look marginally better now, but as you can see, there is now square shaped artifacts that look especially bad around the specular highlights but can be seen throughout the surface. The normals are generated using a sobel height discontinuity filter and then scaled to be in the range 0..1 and then stored in an 8bit/channel texture and then expanded back to -1..1 in the pixel shader. I'm thinking that the bit depth and/or conversion may be causing precision errors, but I'm not certain. I can't really think of any other reasons why the problem is occuring, as I'm certain the texture coordinates are being generated properly. So yeah, any ideas would be great. Thanks.