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Other solutions for reflections in HLSL


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#1 God__Man   Members   -  Reputation: 120

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Posted 28 February 2014 - 03:12 AM

Okay well I have a project in Irrlicht that's going quite well. I've developed a lot of different shaders for use with my project. I've come along way with

shader development. Right now as of 2/28/14 Irrlicht drivers for direct3d do not support cube maps. I'm told by V1.9 they will. But my thing is what are some other non overkill methods of reflections in hlsl. I would like to avoid rendering the whole scene to a texture for simple reflections as it seems a bit over kill to me. But I would like a little bit more quality than simple sphere mapping as you loose all details.

 

 

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#2 Ashaman73   Crossbones+   -  Reputation: 6744

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Posted 28 February 2014 - 04:16 AM

There are other options, but in general reflection is quite hard nowadays. If irrlicht uses some kind of deferred renderning, then you could try to implement screenspace reflection.



#3 God__Man   Members   -  Reputation: 120

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Posted 28 February 2014 - 04:24 AM

No Irrlicht  lets you pick which method. If you setup your shaders for deferred rendering then you get deferred rendering. But my project is just using forward rendering. Yeah it seems unlikely to have good looking water and things of that nature without cube maps.



#4 God__Man   Members   -  Reputation: 120

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Posted 28 February 2014 - 05:24 AM

Oh I have dual paraboloid mapping shader setup in rendermonkey. I still need to sort some things out but It seems to be a  lot better method than sphere mapping just under cube mapping. The shader doesn't seem to look reflective though maybe it's rendermonley I'll post here later to see if anyone spots an issue.






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