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Water Reflections

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Dami    122
Hiya, Sorry for making a new post - this coulda bolted on to one of the older postings about water reflections but I felt this was a different aspect of the topic to be approaching. I''m doing water reflections by rendering using the stencil buffer and clip planes to a texture and then performing the necessary texture matrix transformations to project the texture onto the water plane. I''ve generated my texture, and I''m applying the correct transformations to the texture matrix. However, it seems that everyone just draws their objects and the texture is projected correctly. If i do this i just get a mess for a projected texture. I''ve looked at loads of different examples on the net, and the most complete seemed to be the SGI Advanced ''97 example on projective texturing : Thing is, in there, they''re doing everything that people have described on these forums and everywhere else, but instead of just rendering the objects, they encapsulate the rendering within glEnable(GL_TEXTURE_GEN_S); .. glEnable(GL_TEXTURE_GEN_Q); // RENDER STUFF glDisable(GL_TEXTURE_GEN_S); .. glDisable(GL_TEXTURE_GEN_Q); as far as i can make out, that makes sense, so I''m using that and it works perfectly. is how it looks The problem now is i can''t jitter the texture co-ordinates since GL appears to have taken complete control of the texture rendering, or at least I''m not doing it right to get them jittered. Is this right that I''m having to enable the GL_TEXTURE_GEN_* or have I done something wrong earlier? Thanks loads for your help

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