This would be for OpenGL mode only I think but I love the following idea: Giving the SetLineMirror special for lines an additional parameter that indicates the "mirroring strength" or the "opacity" of the mirror wall. For example 0 makes the wall mirror it's surrounding area fully, and with 255 you will only see the texture on the mirror, not the mirror effect itself. It's something between 120 and 130, you will see the texture as well as a mirroring effect, 50% each visible!
If the wall with the mirror effect applied is two-sided and has no middle texture (also with 120 - 130), you can see through the wall but also the mirrored stuff That would be awesome!
The first part can easily be faked with a line bearing a translucent texture right in front of the mirror. As for the second bit, I think that the way mirrors are done makes that kind of hard, if not impossible right now.
Afaik, the mirrors are done by rendering the same sector in the mirror again, just "mirrored", wouldnt it be possible to just draw it with 50% opacity or something like this to the screen?
No, but there was this bloke who reminded me of somebody I knew staring back. I find it wierd because if I look out at night, with my lights on, he's there, floating in the air. I think I'm being haunted.
TheDarkArchon wrote:I think he's talking along the lines of the reflective floors.
Yeah, I think he is, but he is also talking about something that would work on a 2S line (like glass) I think. I suspect 1 may be possible but 2 may be less easy given the problems that geometry behind mirrors has caused in the past, even though that is now much improved.
The first one, while easily being able to be done with extra lines, would be easier if it was a single line. If floors can have a reflectivity, I don't see why walls couldn't.
The second would have to be openGL only if it was implemented at all. As far as I can tell, only software mode needs an equal amount of space behind the mirror.
chopkinsca wrote:
The second would have to be openGL only if it was implemented at all. As far as I can tell, only software mode needs an equal amount of space behind the mirror.
Yeah, I won't worry if this is only possible in GL