Original Post
Hi there! I´m writing a terrain rendering engine for a small 2-player strategy game I try to do. Currently I can render a terrain 513 x 513 vertices, which sums up to about 500.000 triangles, using 4 textures at an acceptable frame rate. Because it´s my first try doing anything 3d, I´m quite proud of this ;) But I actually don´t have a clue about reflections, which I would really like to implement for the water. I´ve read the article about this VCP stuff here at Gamedev. If I got it right, I´m supposed to mirror the camera position and view angle relative to the water plane (which would be a horizontal plane in my case) and render the whole scene a second time using the mirrored camera EVERY frame. This would mean I´d have to render 1.000.000 triangles every frame, which seems quite much to me. Assuming I´d do that: When I have rendered the whole scene to a texture, how do I "map" this texture correctly to the plane in order to get a correct reflection? What resolution should I use for the texture? Can I use that texture in combination with bumpmapping for the waves? Is there a faster way to do reflections? Cubemaps seem to be used often for things like that, could they be what I´m looking for? Any help appreciated. Would love links to some (or one) tutorial explaining this. BumpMapping tutorials would be great, too. Ah yes, I guess I should tell you, that I would like to the whole water stuff (reflection and bumpmapping) in a HLSL shader, except the texture rendering of course.