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The effects of specular reflection can be approximated by a two-pass technique using the stencil buffer. During the first pass, we render the reflected image of the scene. During the second pass, we render the non-reflected view of the scene, using the stencil buffer to prevent the reflected image from being drawn over.
https://www.opengl.org/archives/resources/code/samples/advanced/advanced97/notes/node90.html
It would be interesting to have a method mirror on camera
camera.mirror(plane);
Position and direction would be reflected according to the mirror plane.
Cross product between up and plane may be useful.
LibGDX Snippet:
https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Camera.java#L151
Point: Intersector#intersectRayPlane
Axis:
Angle:
Example (JoGL Port)
http://jerome.jouvie.free.fr/opengl-tutorials/Tutorial23.php
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