Original Post
Hi, i am currently working on a project to simulate a rainfall over a lake. I've read and re-read Yann's article (Realistic Natural Effect Rendering: Water I ) but im still having trouble at the first part of it; render the reflection to texture. so far i've used Yann's equation Mreflview = Mc * Mf (* Mo) however, when i put that matrix into my model view and display it, it doesn'T seem right. if i remove the (* Mo) i get exactly the reflection camera (which is what i want) but i still can'T render that to texture since im looking from under my water and if i render that picture well, the water is in the way! i need to somehow find the point where the view camera and reflection camera intersect and render from there...i think this page illustrates what i mean: http://www.futurenation.net/glbase/reflect.htm please let me know if you can help :/ Actually, im not sure about the local object reflection matrix (Mo), i used the PROJECTION matrix in opengl and realised thats probably not what Yann meant, so...what exactly is the local object reflection matrix?? [Edited by - tasseloff on November 13, 2004 12:55:52 PM]