Hi, yes, there is an alpha sorting issue with the Copperlcht cubemapped Water in WebGL, with anything else using Alpha transparency, when viewed from a certain angle. Not much I can do (other than to position things in a better way that prevents such viewing angles). You can also see it on the viking boat, sometimes the part that's under water appears over the water. I wish this was the only bug ^^ but this one is not my contribution. Anyway, Copperlicht is still the most practical, sleeves up hands on WebGL approach in terms of porting Blitz3D syntax to WebGL, which is the actual goal of this exercise. It's not so much the syntax, but the set of tools that made it so easy to write games in Blitz3D.
For instance you wouldn't believe how complicated it gets when I want to linepick in the line of fire. First I have to check whether a line intersects with an npcs bounding box. Then I have to check with an other linepick command where my bullet would hit the world (but it will go trough the npc mesh). Then I have to calc the distances between impact and actual player-npc distance, and if the impact distance is shorter, I can assume the bullet has hit an obstacle in between. To wrap that all up and put it into a LinePick() function that returns the picked entity is so troubled - I already wrote the alternative linepick for Copperlicht, however it does not take into account dynamic rotation - I'd have to add a bunch of matrix stuff in there. Yet, when one uses a cylinder parented to the npc for linepicks instead, it's probably slightly inaccurate, but the function in itself is pretty fast. Right now I got 5 npcs in a working shooting scenario, including Coppercube Linepicks (as described first) between me, the npcs and anything with collision in between (terrain, tree trunk boxes, buildings, rocks) and while the framerate was still kind of playable before I added this simple game logic, it is now getting really slow. Anyway, the whole approach with such a big terrain probably was just a bit too ambitious. Then again, most people have faster graphics than I do. Wasn't there some other Blitz3D to WebGL attempt? Blitz3D NG or something? If I can save myself all the work, let me know.