Reflection effect on translucent textures?

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Re: Reflection effect on translucent textures?

by Amuscaria » Wed Apr 30, 2008 3:08 pm

This for GZdoom, actually. Im well aware it would be near impossible to do for Software. Maybe one of those GZdoom/ST-OGL features.

Re: Reflection effect on translucent textures?

by Kate » Wed Apr 30, 2008 12:42 pm

This is a GL-specific effect that's been around since the days of the original ZDoomGL; more specifically this is environment mapping. The way GL does this particular environment map is that the specified image is cast into an inward cubical or spherical shape, then the player's viewpoint is traced against the plane to see how light would reflect off of it. The direction that the reflected beams would travel off of the plane indicate what part of the inverted outer image is rendered onto the surface in question at that specific point.

As I see it, this would likely take a massive effort to make work in software and would generally be too slow to be useful.

Re: Reflection effect on translucent textures?

by Wagi » Wed Apr 30, 2008 11:52 am

I don't see this happening. I'm assuming that you are requesting this for Zdoom, am I correct? If this is possible in the software renderer I will be baffled.

Re: Reflection effect on translucent textures?

by CaptainToenail » Wed Apr 30, 2008 11:42 am

Yes, translucent mirror midtextures, excellent idea :)

Reflection effect on translucent textures?

by Amuscaria » Wed Apr 30, 2008 11:00 am

In the new ST (GZDoom too?) the Mirror Line special now includes a reflecting shine to the mirror that makes the "mirror" much more convincing. Can this be done to translucent textures as well? Like adding a 4th argument to the Translucent-Line special to add the refecting effect? I believe windows and other glass areas would look a lot more convincing with this effect.

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