bungalow bill Posted September 20, 2010 Share Posted September 20, 2010 Is it possible to create a HUD with a rear view mirror in LE? (And preferably one that can have a shape other than just rectangular...) Quote Link to comment Share on other sites More sharing options...
Canardia Posted September 20, 2010 Share Posted September 20, 2010 Yes, but it needs to be explained in the Programming Forum. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
bungalow bill Posted September 20, 2010 Author Share Posted September 20, 2010 Ok. Thanks. Sorry for posting in the wrong forum. (I'll return and ask for further directions in the appropriate place when I've gone through some tutorials.) Quote Link to comment Share on other sites More sharing options...
Ending Credits Posted September 21, 2010 Share Posted September 21, 2010 Have a look at the water tutorial, it explains how to do reflections. Quote AMD Phenom 9850 (X4 2.5GHz) | 1066MHz CL5 GEIL Black Dragon (800MHz) | Powercolor ATI 4870 1GB | DFI 790FXB-M2RSH | 24" 1920x1200 | Windows Vista 64-bit Ultimate Link to comment Share on other sites More sharing options...
Josh Posted September 21, 2010 Share Posted September 21, 2010 It's pretty easy to do this: Create a buffer. Render to it. Draw the buffer's color texture on the screen. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted September 21, 2010 Share Posted September 21, 2010 Not enough, you need to make a dummy texture and material file which you use to paint a plane, then you just replace the texture of the material on the fly with the rendered color buffer. That way the rear mirror can have any shape and it's fully 3D ingame. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
VeTaL Posted May 23, 2011 Share Posted May 23, 2011 Sorry for resurrecting old thread, i'm also interested in ways of real mirror creation (entity, which can be placed on the wall and show room). I found this thread about Realtime Cubemap Reflection , so what is the best way to make a mirror? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Richard Simpson Posted May 23, 2011 Share Posted May 23, 2011 This post isn't of much help but just noticed this technique while playing Test Drive Unlimited 2. They have a less detailed world rendered in the mirrors. Would this be done by decreasing the LOD distance? Anyhow, it's a pretty cool way to go around things, as you don't tend to notice much of a difference at a quick glance, yet it will up performance by a lot. An image showing what I mean: Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
VeTaL Posted May 24, 2011 Share Posted May 24, 2011 Great idea I have no idea, how this can be implemented in LE 2, but nice to keep it in mind for LE 3 for Josh. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Richard Simpson Posted May 24, 2011 Share Posted May 24, 2011 Hmm come to think of it, I bet it only affects vegetation. so in the second pass or something, they may lower the vegetation view distance. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
Flexman Posted May 24, 2011 Share Posted May 24, 2011 I used a combination of ModelDetail(n) and TerrainDetail(n) when rendering second cameras for TV monitors. You can also use a filter (RenderWorld(...)) and reduce the camera range of your mirror cam to speed things up. I've done it for a weapons camera, if you don't go overboard with real-time shadows (I recommend turning them off for a mirror camera pass) it should work really well. Additional performance can be had by frame skipping the mirror cam update. Just update the texture every other frame will greatly improve overall performance. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
VeTaL Posted May 24, 2011 Share Posted May 24, 2011 I used a combination of ModelDetail(n) and TerrainDetail(n) when rendering second cameras for TV monitors. You can also use a filter (RenderWorld(...)) and reduce the camera range of your mirror cam to speed things up. I've done it for a weapons camera, if you don't go overboard with real-time shadows (I recommend turning them off for a mirror camera pass) it should work really well. Additional performance can be had by frame skipping the mirror cam update. Just update the texture every other frame will greatly improve overall performance. Whoa, quite useful recommendations. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Richard Simpson Posted May 24, 2011 Share Posted May 24, 2011 Oh, I forgot about camera range! Just noticed in the image also that the shadows are disabled in Test Drive Unlimited 2 in the mirrors. I never realised that before. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
MstrGhosT Posted May 29, 2011 Share Posted May 29, 2011 Thank you Quote Link to comment Share on other sites More sharing options...
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