Hi, I am trying to render a reflective floor below my scene. There are things moving and sometimes poking through the floor as well, but the position of floor and camera are fixed in relation to each other, so there is no way to ever look below the mirroring surface.
On doing some research, I found two quite contrary techniques for realizing this kind of effect: (1) Duplicate scene (as in the osgreflect example) The scene is rendered a second time below the surface, the main camera looks through the reflective surface. Attention must be paid on what could be visible of the reflected scene, and clipped away appropriately. (2) Duplicate camera with Render-to-Texture The scene exists only once, but a second, reflected camera is introduced that looks from below the surface to the scene and renders it to a texture which is then projected onto the reflective surface. The way I see it, the main advantage of (1) would be reflections in the full rendering resolution, which are paid for by quite a few additional render passes. The advantage of (2) is that I used RTT before ;), and it seems to be better scalable (by adjusting the size of the created texture). The primary focus of my application is interactive performance, and only secondary a maximum quality of the reflection, which might, for example, be implemented blurred in later development. Can anyone further comment on the two opposing techniques, especially in terms of rendering performance, easy implementation in OSG and in what cases best to use the one or the other? Thanks a lot, Alex. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

