Well, the limitation of mine is it is 2D only - the water is rendered to the skybox. We got the idea when looking at encoding a realistic day to night cycle into a cube map - it was too complex to do in Blitz3D, so we just mapped a single pixel to reference the sun/moon in a skybox. As an off product, the water wave ripples are actually written to the skybox, not as actual 3d water. We looked at how nVidia did the realistic day/night cycles and just recreated the idea for water. The fact remains though that it is the sky box's textures that are being altered - it is not 3D water. So, it is 3D water being rendered in 2D then being mapped out as 2D. Simple as that.
Contest: The best water ever! (win a price!)
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