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Heck even if the puddle takes up most of the screen, the render time isn't doubled (cam 1 renders the 'frame', cam 2 renders the puddle), only the visible object pass would effectively be executed twice. (my terminology I know is completely way off - the last time I programmed 3D graphics was high school, and it was a FarCry *ducks* from FPS engines :) SO I could be completely off base, or this could be one of simplest concepts already employed, heh... just thinking out loud about the logic of optimized 3d reflection rendering.
| Best way to FIX Halo 6... | SEspider | 4/25/13 4:18 pm |
| The real-time reflections crysis. | uberfoop | 4/26/13 1:44 am |
| Re: The real-time reflections crysis. | SEspider | 4/26/13 6:50 pm |
| Re: The real-time reflections crysis. | uberfoop | 4/27/13 10:18 pm |
| Re: The real-time reflections crysis. | thebruce0 | 4/29/13 10:39 am |
| Re: The real-time reflections crysis. | Cody Miller | 4/29/13 2:49 pm |
| Re: Best way to FIX Halo 6... | General Vagueness | 4/27/13 9:45 pm |