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McBugzz

Simulating Rippled Reflection

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I've coded a small app that basically does this: Draws a rotating cube, a surface with static water-like texture, and a reflection of the cube (done with stencil buffer). The cube reflects all right, but I want: a) Have a procedurically generated water texture b) Have the cube reflection rippled So what I need is a suggestion on a doc that covers procedural texture. As for the rippled reflection I don't know where to start because as I understand all modern games only simulate real-time reflection replacing it with env-mapping and stuff like that. Suggestions? [edited by - mcbugzz on November 30, 2003 12:31:40 PM]

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I would have it render the cube to a texture from the correct viewpoint and then environment map it onto your water, which would be a deformable mesh that ripples. I doubt you''d even need a procedural texture.

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