The OpenGL renderer supports reflective floors and ceilings. The only way to do this is with Sector_SetPlaneReflection.
I am suggesting that reflective floors and ceilings be able to be defined in GLDEFS on a per-flat basis, in a similar manner to glowing flats.
Reflective Flats in GLDEFS
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- Graf Zahl
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Re: Reflective Flats in GLDEFS
No. This cannot be done on such a broad basis because reflective flats are a very expensive thing and needs more deliberate control.
- Chris
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Re: Reflective Flats in GLDEFS
Screen-space reflections could help. As they're in screen space, there isn't a costly extra rendering pass. They wouldn't be quite as good since they can obviously only reflect what's on the screen (most engines that use them also provide 'probe' objects to generate static cubemap reflections to help fill in gaps), but they could be an option.
- Rip and Tear
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Re: Reflective Flats in GLDEFS
On that note, flats that reflect only actors, if it could be done at lower rendering cost, could produce a good effect for a shiny surface like ice.