Original Post
Hi folks.. I'm trying to make a good water reflection... maybe... no of sure I don't understand texture projecting bases.. because I get a terrible result. This is the path that I follow: 1)create a plane with this FVF const DWORD MIRRORVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1; 2)render reflected world onto a 512x512 texture 3)render this one on my plane maybe this is not enough? I've seen some sources in OGL forum, where they made strange matrix operations... but they perhaps don't have D3DTTFF_PROJECTED flag.
m_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_PROJECTED | D3DTTFF_COUNT3);
m_pd3dDevice->SetTexture(0,m_pRenderTexture);