I took a little time off from working on my game engine tonight to write a new shader. I've looked everywhere, but everyone seems to like totally realistic glass which is great, but it's also expensive. In a FPS you might get away with it, but multiple renders to cubemaps per frame just for some very small areas of glass just isn't practical.
Of course, in order to fit in with a scene, it needs a very generic reflection texture. If you use a scene specific reflection texture, you become much more aware that it's not very accurate in it's reflections. Obviously I would create a different reflection texture for each area/level so that the texture *somewhat* reflects ( pun not intended ) the environment, but only vaguely and probably with a photoshop twist and blur job to make it less clear.
http://www.youtube.com/watch?v=HVpXlluIyVM
And please don't ask me how to do this with Blitz3d, because you can't do this with Blitz3d. It's a pixel ( and vertex ) shader and you just can't do what I'm doing here without shaders. You can probably fake something very similar with a bit of effort ( and quite a slowdown ) but I'm afraid I wouldn't know how. That's why I'm not using B3D for this ;)
Of course, in order to fit in with a scene, it needs a very generic reflection texture. If you use a scene specific reflection texture, you become much more aware that it's not very accurate in it's reflections. Obviously I would create a different reflection texture for each area/level so that the texture *somewhat* reflects ( pun not intended ) the environment, but only vaguely and probably with a photoshop twist and blur job to make it less clear.
http://www.youtube.com/watch?v=HVpXlluIyVM
And please don't ask me how to do this with Blitz3d, because you can't do this with Blitz3d. It's a pixel ( and vertex ) shader and you just can't do what I'm doing here without shaders. You can probably fake something very similar with a bit of effort ( and quite a slowdown ) but I'm afraid I wouldn't know how. That's why I'm not using B3D for this ;)