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Mirrors with non-void sectors behind
Posted: Sat Jan 07, 2012 17:05
by milasudril
The ZDoom wiki sais [wiki]Mirror[/wiki]
Code: Select all
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.
Re: Mirrors with non-void sectors behind
Posted: Sat Jan 07, 2012 21:35
by Enjay
Try the attached file.
Re: Mirrors with non-void sectors behind
Posted: Sun Jan 08, 2012 17:27
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
Re: Mirrors with non-void sectors behind
Posted: Sun Jan 08, 2012 17:58
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.