[]camera \ \ \ è \-------------water------------- è / / / / []reflected view
where the è is the same angle.
Will this work for water with waves? doesn''t seem like it would give the right reflection (dependent on the normal). I''ll read those, thanks for looking them up.
...and watch all your normals flip around the Y axis aswell.
"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honor to meet you and you may call me V.".....V
Ocean/water rendering is a very large topic. There''s a very good topic about water rendering on gamasutra, can''t remember it''s name, though it''s very apparent if you browse through them. Also, Yann L did an IRC lecture, which extended this approach, perhaps someone can provide a link?
You have to remember that you''re unique, just like everybody else.
quote:Original post by aaron_ds consider using glScalef(1.0, -1.0, 1.0);
[edited by - aaron_ds on March 11, 2004 10:00:17 AM]
This is a BAD way to do it. It only works if your waterplane is at 0 height and even then it has some problems. Just calculate mirrod camera position & direction and redner with that. A few dot/cross products won't kill you.