My Reflection, please look and help
Hey I am trying to achieve planar reflections using stencil buffer and arbitary planes.
ATM this is how i find my reflection matrix.
An objects matrix is defined as
Rotx * Roty *Rotz * Translate
And so the inverse matrix moves it back to the origin, by mutliplying the scene with the inversematrix like this
glMultMatrixf(objInversematrix);
glScalef(1,-1,-1);
glMultMatrixf(objMatrix);
I get my reflection matrix.
Please check my app and see if the reflection is correct.
I will post more source code if needed.
http://rmcommando.co.uk/reflectionmatrix.zip
Quote:glScalef(1,-1,-1);
why are you inverting the z axis as well as the y axis?
if you are inverting around a plane pointing upward, just flip the y axis.
you should also be aware that using negative sizes within glScale are likely to mess up lighting equations etc.
Quote:Original post by ExorcistQuote:glScalef(1,-1,-1);
why are you inverting the z axis as well as the y axis?
if you are inverting around a plane pointing upward, just flip the y axis.
you should also be aware that using negative sizes within glScale are likely to mess up lighting equations etc.
Yes I noticed the double inverting as well, I don't know. If i just invert the one axis it doesn't work right.
IF negative scalling effects lighting how do i get around it?
I think the double scaling could be because the plane is rotated 90 degrees.
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