Original Post
Hello all, sorry to drag up this already belaboured topic again, but I have a couple questions I want to sort out before I start coding my water renderer. Basically I am wondering how reflections are done. I know I will use a normal map, and use this to offset lookups into a projected reflection and refraction texture. But my problem is how do you make the reflected image. I know you have to invert the scene around the water plane, cull away anythign below the water etc. But then the water will only be able to reflect things that appear on the screen, there might be huge cliffs right in front of me, but if I am only looking at the water there will be no reflection... Therefore how do you position the camera / projector for doing water. Furthermore , say that there is nothign to reflect in certain areas, so the reflection map is black...for these pixels of the water do I make a cubemap lookup or something (water colored black would be weird). One last thing, when making the refraction map I assume I just raise the terrain a little (to simulate the refraction effect) then cull away everythign above the water plane and use that...right? Peace, Rob