Original Post
I am currently using Framebuffer Objects (FBO) to render a mirrored scene to a texture. I then map this texture to a surface to create reflection. EDIT: I am using Cg vertex and fragment programs to do the shading. 1) Scene above surface http://img75.imageshack.us/img75/6606/reflect1aj8.jpg 2) Mirror of scene http://img220.imageshack.us/img220/5436/reflect2iw0.jpg 3) Scene above surface and its reflection in the surface http://img75.imageshack.us/img75/8626/reflect3tn2.jpg Step 1) and 2) seems to go ok, but when I map the texture to the surface something goes wrong. I currently just use the texture coordinates from the vertex program which must be wrong. Where can I find some info on how I should compute the texture coordinates for the texture lookup in the fragment program?