Game Development Community

Reflection and GL Stencil

by Sam Guffey · in Technical Issues · 09/08/2002 (8:43 am) · 1 replies

Would it be difficult to include this into the fluid render to give the water a reflection based on the surrounding polys, I was reading a small tut on this and it doesnt seem to be that complex, so Im gonna try and add it but dont get your hopes up lol.

#1
09/08/2002 (10:36 am)
Already done this but I had to do some major hacking into the SceneTraversal routines and I've not got around to sorting the code out.

One of the reasons I didn't pursue this code any further is because of stencil support on cards. They are either not supported at all, supported but *very* slow or only work in 32-bit mode.

To be effective you will want to change the D3D/OpenGL routines for Windows/Unix/Mac to check for this support and then proceed from there.

This was one of the things that ultimately put me off as there are other methods to implement reflections using things like Render to texture and using a pre-render mask the water. This requires a slight of hand with SceneRenderImages although I can tell you it works better.

Other methods are using vertex shader programs to flip vertices around the surface plane but that's out for now.

- Melv.

- Melv.