Original Post
Hey all, Well, I'm really stuck with something that I'm certain should be rather simple. I'm trying to render my terrain to texture so that I can project it as a reflection on my water surface. Now I've got no problem with the render to texture part, but setting up the view/world/projection matrices has got me stumped. I've read the VCP article here on Gamedev, but to be honest it just confuses me, in particular, the part about moving mirror vertices. Am I just being thick, but why would I want to move my mirror vertices when all I want to do is change the position and orientation of the camera to render the view from the mirrored camera position, I don't understand why vertices need to be touched at all? So basically I guess my question is how do I reflect the camera position/orientation so that it is in the correct place to render the reflection? I'm using DirectX 8.1 in case that helps. My guess would be that Camera.xPos stays the same Camera.yPos = -(y distance from mirror plane) Camera.zPos stays the same Camera orientation, clueless on this one... mm anyways I'll continue reading up and perhaps find the answer on my own, but if anyone can provide a simpler explanation than the article on how to do this, I'd really appreciate the help. Cheers, Steve AKA Mephs




