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Cubemap or projected texture for water surface

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Which one is easier and/or better to do for a water reflection; a cubemap or projected texture coordinates? I've been trying with projected a texture but it seems too difficult to get it right. Cubemap seems like it would be easier but i can't figure it out.

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Generally, it's better to use a planar reflection texture for mostly-planar surfaces (such as the water surfaces). Cubemapped reflections really only look good on smaller, more...uh...shaped objects. Like cars. Or teapots.

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You also need to keep in mind that cubemap reflections require rendering the scene 6 times (not considering any optimization there). This can be quite expensive when you're potentially not even going to be seeing all those sides of the cubemap. Consider a mirror, you're only seeing one direction (reflecting back upon yourself), rendering a cubemap is a waste. Adding to what Drilian said, something like a TeaPot will have many facets and angles for it's faces, this means that all faces of your cubemap will potentially be used (and thus required), but if you can get away with less, you really should.

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