I don't understand German, but Google translated for me.

Couldn't the problem be fixed with a trick using the stencil buffer? Starcraft: Ghost has transparent models where you can't see their own parts through them (like with the warlock and his boots), but I don't know how they did it.
Quote:

In this sample, a stencil buffer is used to create the effect of a reflection coming off the water. The geometry of the water is rendered into the stencil buffer. Then the stencil buffer is used as a mask to render the scene again, this time with the geometry translated and rendered upside down, to appear as if it were reflected in the mirror.



This example is from the DirectX8.0 SDK. Could something similar be done (with a bit of C++ or Delphi, of course) to render the model as a transparent mask? If so, someone might be willing to write a DLL for you (not me, I know hardly anything about higher languages).
Hope this helps,

Julian

Edit: I might be able to find the source code from the example, if it helps. If you have the SDK, it is the sample titled, "Stencil Mirror" under DirectX 8 SDK -> Direct3D Samples -> Stencil Buffer. Hope this helps.

Last edited by Julian; 06/25/04 19:09.

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