Well I ran into a simple problem, where I'm rendering planar reflections and I need to find a value that probably requires trigonometry.
Why did I not take the trigonometry classes when I was at school...
So my question is how to I calculate the rendering cameras height offset, If I know the cameras angle of rotation and the radius of its orbital movements?
This formula seems to give quite promissing results, angle * sin(radius) but still quite not the same thing, theres some minimal height movement that messes up the visuals pretty baddly if the cameras angle of raotation gets to high.
I suspect it'sa simple formula of trigonometry
Any ideas?
Oh and this is a planar reflection for non planar surfaces, banked roads for example. It works ok if the camera rotation angle is 0. But as soon as the cameras rotation angle get changed, the camera gets an offset.
Heres a screen of how the reflections currently work:
[attachment=25438:planar realtime.JPG]
The theory behind this is quite simple. There is a realtime cubemap rendering camera under the scene camera, so it renders the mirrored reflections.