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Portal Engine Question

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Hey, I just started implementing my portal engine and the way I''m doing it seems to work fine for "logical" portals such as doors, windows, holes, etc.... However, I''m confused by what exactly is supposed to happen when I try to use portals for effects such as "see-through" teleporters, mirrors, security cameras, etc... From what I''ve read, such effects are fairly simple to implements on top of a portal engine so I''m guessing that my approach is fundamentally wrong. The way I understand it, I should just draw whatever remote polygons I want the user to see on the other side of the portal as if it was a regular window into the room next door. However, what happens if you have a room next to the one you''re currently in with portals between the two and then a teleporter or a mirror close to the portal from the first room to the second room ? Using my approach, the two geometries might just overlap in some cases and cause some weird visual effects (haven''t tested that yet, I''m just thinking ahead). Am I missing something and should I not actually display the world right on the other side of the portal or is there some trick to use in such cases ?

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