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Posted

Have a look at the water tutorial, it explains how to do reflections.

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Posted

It's pretty easy to do this:

 

Create a buffer.

Render to it.

Draw the buffer's color texture on the screen.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Not enough, you need to make a dummy texture and material file which you use to paint a plane, then you just replace the texture of the material on the fly with the rendered color buffer. That way the rear mirror can have any shape and it's fully 3D ingame.

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  • 8 months later...
Posted

This post isn't of much help but just noticed this technique while playing Test Drive Unlimited 2. They have a less detailed world rendered in the mirrors. Would this be done by decreasing the LOD distance? Anyhow, it's a pretty cool way to go around things, as you don't tend to notice much of a difference at a quick glance, yet it will up performance by a lot. An image showing what I mean:

post-10-0-58070500-1306195070_thumb.jpg

Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7.

 

Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4

Posted

Hmm come to think of it, I bet it only affects vegetation. so in the second pass or something, they may lower the vegetation view distance.

Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7.

 

Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4

Posted

I used a combination of ModelDetail(n) and TerrainDetail(n) when rendering second cameras for TV monitors. You can also use a filter (RenderWorld(...)) and reduce the camera range of your mirror cam to speed things up.

 

I've done it for a weapons camera, if you don't go overboard with real-time shadows (I recommend turning them off for a mirror camera pass) it should work really well.

 

Additional performance can be had by frame skipping the mirror cam update. Just update the texture every other frame will greatly improve overall performance.

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Posted

I used a combination of ModelDetail(n) and TerrainDetail(n) when rendering second cameras for TV monitors. You can also use a filter (RenderWorld(...)) and reduce the camera range of your mirror cam to speed things up.

 

I've done it for a weapons camera, if you don't go overboard with real-time shadows (I recommend turning them off for a mirror camera pass) it should work really well.

 

Additional performance can be had by frame skipping the mirror cam update. Just update the texture every other frame will greatly improve overall performance.

 

Whoa, quite useful recommendations.

Working on LeaFAQ :)

Posted

Oh, I forgot about camera range! Just noticed in the image also that the shadows are disabled in Test Drive Unlimited 2 in the mirrors. I never realised that before.

Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7.

 

Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4

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