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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jul 16, 2010 12:50 am Post subject: r_mirroralpha question ... |
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To anyone who knows and is bored ...
What's r_mirroralpha doing exactly?
It is something like rendering to texture from the reverse visual angle it seen? Well, it can't be that precisely because it isn't doing a texture upload.
I suppose I can walk through it but it occurs to me that altering the r_mirroralpha code could be an awesome way to make a viewscreen in Quake by instead of rendering from it's own viewpoint, rendering from the viewpoint somewhere else in the map.
You could make a security camera so some such thing. I do wonder why some video cards (Radeons?) don't support r_mirroralpha. I could probably dig thru Google to find out what OpenGL thing it hates.
I might do some experiments and post shots here. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Fri Jul 16, 2010 1:57 am Post subject: |
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Biggest problem is the PVS and that you'd have to play with it to get it working in a networked game, I guess. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jul 16, 2010 2:48 am Post subject: |
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Downsider wrote: | Biggest problem is the PVS and that you'd have to play with it to get it working in a networked game, I guess. |
Good point. I wasn't thinking about that part. I was thinking entities.
Probably would require something like sv_novis even to do a good test. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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mk

Joined: 04 Jul 2008 Posts: 94
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Posted: Fri Jul 16, 2010 2:49 am Post subject: Re: r_mirroralpha question ... |
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Baker wrote: | It is something like rendering to texture from the reverse visual angle it seen? |
Actually, GLQuake duplicates the whole scene's triangles, mirrors their positions accordingly to the mirror's position, and makes the mirror texture translucent. So, it's not a render-to-texture, it's more like the mirrors in Duke Nukem 3D. _________________ Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jul 16, 2010 3:03 am Post subject: |
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Part of the reason I want to understand it is that in my dx8pro build I get this [a build of my engine that uses MH's Direct 3D 8.1 wrapper]:
^^ Mirror texture appears thru wall.
^^ Player gets "mirrored".
I have some cool uses for mirror alpha I'd like to experiment with.
Anyways, your explanation is helpful and maybe I can play around now. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Jul 16, 2010 10:10 am Post subject: |
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that's only bad alpha sorting
the way GLQuake does it is nothing special, and only breaks on very early cards (i.e. not Voodoo '96 hardware) _________________
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