Original Post
In our game, we are trying to render terrain with lakes/sea. So we need to render the seabed, then the contents of the sea (subs), then the water as a surface, followed by the terrain and the vegetation on the terrain.
We want to add reflections to the water. How should I structure the rendering pipeline to minimise the number of render passes I make? Should I also use the stencil buffer or another technique to cull reflected geometry?
Many thanks.
Mark Allen
Lead Programmer
Tashco Studios