posted December 22, 1999 03:04 AM
I think this is a tricky subject...I've been trying to come up with ways to render reflected terrain without using a stencil buffer, and I haven't been able to figure out anything that would actually work. A user clip plane (as Q3A uses) would be helpful, and z-buffer tricks can be used to an extent...
Hmm, perhaps if the water's surface was made into a user clip plane for _both_ the rendering of the reflection and the rendering of the terrain. Then the edges should meet perfectly at the water's edge, and a semi-transparent water surface could still be rendered over. You would lose the visibility of the lake/river's bottom, but would gain terrain reflections... Right now in TM you can see the bottom of the water area, and the surface reflection is just the environment mapped sky. Using a user clip-plane while OpenGL rendering all terrain geometry might be slow on some (if not all) consumer hardware though.
------------------
-- Seumas McNally, Lead Programmer, Longbow Digital Arts