Re: [Algorithms] I hate mirrors...
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From: T.M. E. <tm...@ti...> - 2002-09-20 07:14:41
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Has anyone had any success with this? User clip planes are not properly = supported on NVIDIA hardware (screws up depth test and is slooow), I'm = desperately looking for a solution and this sounds like the best by far. = I've spent some time trying to get it to work but didn't succeed, what = would I need to do? Cheers, Madoc ----- Original Message -----=20 From: John Pollard=20 To: gda...@li... ; Charles Bloom=20 Sent: Wednesday, June 26, 2002 2:47 AM Subject: Re: [Algorithms] I hate mirrors... Ok, you've got me all pumped up. Gonna go write the code now.. :) ----- Original Message ----- From: "Charles Bloom" <cb...@cb...> To: <gda...@li...> Sent: Tuesday, June 25, 2002 7:37 PM Subject: Re: [Algorithms] I hate mirrors... > > At 07:20 PM 6/25/2002 -0500, John Pollard wrote: > >5. Clear z's to 1 (assuming z space is 0..1). Render the mirror = poly, z > >writes on, no ztest. Then, while rendering the mirror scene, you = set the > >zbuffer to do a greater/equal test. This will only accept objects = in the > >reqion of the mirror, as well as clip to the mirror plane itself. = The > >problem is that you'd have to turn your objects *inside* out, = because of > >the special ztest, or they wouldn't render properly. Has anyone = tried > >this? I haven't yet, but it sounds promising. > > > > Yep, we haven't tried this, but we're seriously considering it; it = sounds > very attractive, and it even works > for non-planar mirrors ! It's pretty easy to set up your projection matrix > to make your Z value come out > backwards. > > > ---------------------------------------------------- > Charles Bloom cb...@cb... www.cbloom.com > |