Integrating LiquidFun with Cocos2d-x: Part II
In Part I I described to how integrated LiquidFun with Cocos2d-x. In this part (part II) I’ll describe how to render the particles using a basic water effect. Part I uses just one glDrawArrays(GL_POINTS, 0, total); to draw the particles. And although that works to draw “particles”, it is not enough to draw “water”. Drawing “water” requires a more complex rendering algorithm, like the one used in this example. And implementing an algorithm similar that one is what this article describes. ...