Original Post
I was just wondering how the reflections in Quake 3, such as on the columns in the last level, are done. I gather it's some sort of generic 'reflection' texture blended with the main texture, with the texture coordinates for the reflection texture based on the camera position. I've been looking into various forms of environment mapping (sphere, cube, etc.), but am curious as to what method Quake uses to get its relatively simple metalic and glass reflection effects. Does it use OpenGL's texcoord generation capabilities? Or does it calculate texcoords on its own? Thanks in advance for any answers.