Mirrors with non-void sectors behind

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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milasudril
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Mirrors with non-void sectors behind

Post by milasudril »

The ZDoom wiki sais [wiki]Mirror[/wiki]

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The OpenGL renderer used in GZDoom and Skulltag features enhancements not available in software. Mirrors no longer needs empty space behind them, and true reflective floors or ceilings are possible with Sector_SetPlaneReflection.
How do I do it.
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Enjay
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Re: Mirrors with non-void sectors behind

Post by Enjay »

Try the attached file.
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mirror.zip
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milasudril
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Re: Mirrors with non-void sectors behind

Post by milasudril »

The wall mirror in that map actually has empty space behind it. The wiki sais that it should work without empty space behind:
Mirrors no longer needs empty space behind them
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Enjay
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Re: Mirrors with non-void sectors behind

Post by Enjay »

Ah right, I understand the question now. I think my problem was that I knew what the Wiki article was supposed to say which is not quite the same as what it actually says.

As far as I know, a mirror needs to be on a single sided line. Therefore a line with no space behind it (ie it is a line across a sector or separating 2 sectors) cannot have a mirror on it.

What I think the Wiki is supposed to say is that GZDoom does not have the same requirements for space behind it that ZDoom does. ZDoom requires a space behind the mirror big enough to render whatever can be seen in the mirror. GZDoom does not. So you can have another room, or whatever, in the area that would normally need to be empty space in ZDoom. That was what my demo level was trying to show. If you use it in GZDoom, it works properly, in ZDoom the view in the mirror is messed up because it does not have enough space behind it.
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