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Mirror Implementation

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Hey guys,

I just wanted to know the best way to get a mirror implementation in a scene.
The way i know is to basically create a grid, let the grid be a stencil buffer, reflect ALL of the scene to the other side, disable back buffer writing and only write on the stencil buffer AKA the grid.

The thing about this ways is that i have to render the scene twice, which is very expensive if there was a particle system or some surface that is using displacement mapping.
So is there a better way to do it??


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