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It can handle a lot, but yeah. The water is not rendered correctly, half of the water completely breaks.
I assume it has something to do with the extreme complexity of the uvw wrap. The water is not just a flat 1x1 polygon. It is actually a flat sheet of about 24,000 vertices as seen here.
The amount of polygons is there to order the texture how it should "flow", usually in models like waterfalls in-game the texture just flows flat down so there is no distortion.
But this mesh flows in all sorts of ways to fake the water distortion. So the more polygons you have the better it will look like.
But it also means the more ways it will have to travel through and the more uvw coordinates that will require.
A simpler mesh with only about 15~25% of the complexity should cause no issues though.
I am starting to get how the reflection works but it's pretty costly. Don't you have any issues with geometry because of the vertex count? You know, mixing geometry and screen crash. There's a vertex limit per model for warcraft I think? or does it depend on how much the computer can handle?
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