Out of curiosity, would it be possible to implement a better mirror method for GZDoom? We already have the reflective floors, what about improving the mirrors on walls?
The problems come from placing the camera. To render the mirror properly it has to be mirrored as well. And if it ends up in some other part of the level even the best clipping algorithm can eventually fail. For reflective floors only the z-coordinate has to be altered so the camera will still be in the same sector and all the same clipping rules apply. Guess why there are no reflective slopes?