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Mirrored Objects Rendering

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Hi all. I''m just a hobbyist game dev whose been playing around with code to render mirrored surfaces. I''ve come up with something that math-wise should be correct, but imho, it just doesn''t look quite right. I can''t put my finger on what it is, so I thought I''d see if anyone with a trained eye can spot what''s wrong. The thumbnail links to a bigger screen shot, ~100KB.

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The fact that your white objects have black mirror images doesn''t help. Unless your going for shadow rather than mirror?

- Ben Scott
Just starting out

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Great observation ShonTsu. I am going for a kind of smoky blue mirror look, but I think you're right about the mirrored white piece images being too dark.

I've made a change that I think takes care of the problem and re-posted it below. It didn't take care of the "problem" that I think is there, but now I'm being to wonder.



[edited by - darrell l on January 22, 2003 9:21:43 AM]

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The mirror should have some "thickness" to it.
The pieces look as if they and their reflections are touching....there should be a small gap between.
Place a real mirror on a table and put something on it to see what I mean.

It may also look funny because there is nothing else being reflected.

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Wolfmanyoda, I think you''ve hit on what I couldn''t see with your mention of the lack of mirror thickness. Moving the mirror down definitely makes a difference. You also made me realize that I wasn''t reflecting the frame. Thanks.

It''s still not perfect but I think now I can go look for some good room textures to add to it and then see what damage I can cause with my shadow code.

If you have any more input, or anyone else does, feel free to chime in. Thanks guys.

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I think your perspective is too close to the image. What I mean is I need to put my face really close to the monitor for the reflections to be at the angle I''d expect them to be in a real mirror (i.e. look like they''re pointing towards me).

- Ben Scott
Just starting out

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I agree with Shon Tsu on that last comment it looks like the reflections are pointing towards a center point in stead of straightback. Is that what you''re looking for?

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