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Reflective Material

Last post 27/10/2009 2:07 AM by CanTouchThis. 2 replies.
  • 26/10/2009 9:08 PM

    Reflective Material

    I was directed over here from a member of the msdn forums.

    I'm looking to create a reflective material similar to a mirror that reflects the world around it in D3D9, and I am unable to complete the task. Can anyone help?
    Let's say We have our light ready as 'cLight' and our material ready as 'cMaterial'.

    -Thanks
  • 27/10/2009 1:38 AM In reply to

    Re: Reflective Material

    Okay... Just for the sake of argument, we will assume you are using C#/XNA? It's great that you decided to name your light, but what kind of light is it and how are you handling it? HLSL? And more importantly, why does it matter? And, again, great that you named your material, but what does your material class look like and how are you doing your rendering? Reflections can be done a few ways, the simplest being spheremaps, the next being cubemaps, and finally, for flat surfaces, you can re-draw the scene flipped with a stencil buffer and alpha. But your question is waaaay too vague to answer properly
    Regards,
    Louis Ingenthron
    Fortis Venaliter
    Lead Developer of FV ProductionsFV Productions
  • 27/10/2009 2:07 AM In reply to

    Re: Reflective Material

    i was using C++ because IMO it is the most powerful.

    however:

    "you can re-draw the scene flipped with a stencil buffer and alpha"

    was the answer i was looking for, thanks a lot.
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