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Re: chrome textur with reflections? [Re: ] #209536
06/03/08 20:49
06/03/08 20:49
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
You'd just use a reflection shader that uses a cubemap, simple...

If you wanted realtime reflections, then you'd just update the 3 visible sides of the cubemap with a view.


NOTE: 3 Additional views will make a big framerate impact though. Make sure you adjust the quality of the views rendering to optimize performance.


NOTE #2: If anyone is interested, I'd be willing to make it (for ca$h, since my time is low, and my wallet empty blush )

Last edited by xXxDisciple; 06/03/08 20:52.

xXxGuitar511
- Programmer
Re: chrome textur with reflections? [Re: xXxGuitar511] #209647
06/04/08 17:24
06/04/08 17:24
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
but with a view p/enity? for each enity that holds the reflecion shader?

Re: chrome textur with reflections? [Re: MMike] #209993
06/07/08 06:21
06/07/08 06:21
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Note: my comma and the key that makes the "ph" sound don't work. Thought you should know this _irst.

I_ you want realtime re_lections. then yes. You will need 3 views per entity.

However. you can use one view per entity as well and just update one o three sides at a time. This will greatly improve speed. As long as your _PS is high enough to hide the di__erence.


I_ you want static re_lections then just use a cubemap.


xXxGuitar511
- Programmer
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