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# Realistic Reflections

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While trying to just make the refletions work and after getting everything else rendered and eventually putting up the blending... I saw that the usual... GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA is not interesting enough... If youve seen games like Need For Speed : Underground , Mortal Kombat 5 : Deadly Alliance(and probably a few more) then you know what I mean, if you dont... Ill have to say that the blending is being done in relevance to the color of the texture of the reflective layer, and is slighty visible, sometimes it happens that on some textures/fragments is visible or not, anyway the reflections amazed me and... I cant seem to find any perfect blending so far Any help would be apreciated

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Look at multitextuing, there are many methods of combinig such as blend, decal and combine.

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Hi

have a look at:

http://www.gamedev.net/community/forums/topic.asp?topic_id=165453

Hope it helps

BTW: Thx RipTorn

LB

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Although I didnt tryed to use 2 texture units on the reflective surface I did tryed to set up an alpha map based on another texture and the effect looks about 50% of what I wanted, Ill also try those Alpha Masking/multitexturing topic.
So far I have a pic like this->
http://www.geocities.com/cippyboy_7/reflections.jpg

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Ive been messing around with the blending and Ive at least figured out what I want->
Based on the alpha map I want to show the reflection 100% where the alpha map has a 0 value, between 1-254 a blend of reflection and the reflectve layer texture and at 255, you can see no reflection... I dont know how to express this in an blending equation but at least I know what I want

Edit: Ive been getting into 2 modes... either see-trough->blend one on one or opacity100%->blend one on one. Its Pretty much fun to animate the alpha color(Alpha Map unchanged).

[edited by - cippyboy on January 18, 2004 4:02:40 PM]

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have you realy try it with env combine
i be sure NfSU (see the road) use it in this way

zero alpha = 0% and 255 = 100% reflection

i''m not sure if your technik is posible on water (opacity textures) or todo in a simple way

BTW: use env combine or fragment progamm
and play with the alpah mask
simply convert your texture to grey and use it
for the alpha channel

LB

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I uploaded the file again and... its about 80-90% as I wanted it so... Ill leave it this way
http://www.geocities.com/cippyboy_7/reflections.jpg

PS:I tryed all the env-combine-s I found... I shouldve initialised something(like an extension ? I thought that it was something like I have the env_combine or not supported so I made no checks... but I have a GeForceFX so I dont tink it was a problem though... Ill check tomorrow for some fixes though) ? it worked as if I turned on the
gltexenv() to GL_DECAL, which is everything in grey

[edited by - cippyboy on January 18, 2004 5:44:19 PM]

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Env combine is an extention that most cards have, you need to set it up.

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