Вопрос

water reflection just using scaling glScalef(1, 1, -1) is being blocked by terrain under water. So i think it would be better if reflection is first stored in framebuffer. but how can i project the rendered texture on the water

Это было полезно?

Решение

disabling depth test lets terrain not to block.

Лицензировано под: CC-BY-SA с атрибуция
Не связан с StackOverflow
scroll top