Using texture slots we create a mask, mirror and texture layer to create realistic real-time reflections in BGE.
Hope you find it useful!
Enjoy :D!
Using texture slots we create a mask, mirror and texture layer to create realistic real-time reflections in BGE.
Hope you find it useful!
Enjoy :D!
Nice work!
I think you can move the mirror update into a post draw callback, this will synch it with the scene so it’s not 1 frame behind*
^ I was wondering about what BPR said.
In my current project the camera is rather elevated, and points straight down - due to this the lag of the mirror is quite noticeable : /
However, there have been quite a few examples of mirrors on the forums lately, so I think I’ll just have to check them all out.
If I figure out how to synch the mirroring, I’ll report back : P
That’s a bad idea, I have gone down that route and it just doesn’t work for some reason, it has the weird effect of replacing the view with the rendered texture.
Yeah, I tried it too. It renders it on top of the view or under it. If you are updating every frame the lag is less than 1/60 of a second so you shouldn’t really be able to see it.
Nice tutorial as always Thatimster.
I would probably refrain from using reflections for a top down game and would use a reflection map or something instead.
Interesting, maybe blurring the reflection texture could help with the update issue?
Thanks! Glad you found it useful
But I’m fairly sure this is the effect I’ve been looking for xD I’ll keep testing, mirrors are awesome
Good thinking!