Game Development Community

Glass & Reflections

by Llewellyn Collins · in Torque Game Engine · 09/30/2001 (8:14 pm) · 5 replies

G'day people.

I was wondering if Torque supports hardware reflections, and if so how do I implement them? Do I need to code a "tag" to attach to my reflective surfaces?

Also I tried searching for it, because I thought it would be a common question, but couldn't find anything.
How can I create a glass effect for objects, so that they can been seen through but not clearly or even use added reflection map to increase realism.
In other words I dont want totally transparent glass, I want some of the texture remaining and most see through. I also like the idea of a reflection map, or realtime reflections, as I wont be using glass often realtime reflections will not hinder performance.

The other problem is, I want the glass to be breakable. I have talked about this in another thread, but I'm not sure if it will work with glass.

Thanks in advance for your reponses.
Llewellyn

#1
10/01/2001 (12:30 pm)
Not sure on the glass part.

About the reflections: There is enviroment mapping in the engine. I have seen the sky and clouds reflected on the player. YOu need to do something special to the skin. Also, you wont notice it unless you get really close (since the drawing code doesnt do it when you are futher away)

Hope that helps.
#2
10/01/2001 (1:57 pm)
The environmental mapping uses the alpha channel, if I'm not mistaken.
#3
10/01/2001 (4:42 pm)
You would need to set the material properties of the item, look around at the water code for an idea of this. You'll also need an environment map for the reflections.
#4
10/02/2001 (10:36 pm)
Just make the skin with an "whiter" alpha channel and the engine already supports env. mapping which will make it look like glass, mirror, etc.
#5
10/04/2001 (2:39 am)
Thanks brian, that seems to have done it.. sort of.. :)