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InsideQC Forums • View topic - r_mirroralpha question ...

r_mirroralpha question ...

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r_mirroralpha question ...

Postby Baker » Fri Jul 16, 2010 12:50 am

To anyone who knows and is bored ...

Image

What's r_mirroralpha doing exactly?

It is something like rendering to texture from the reverse visual angle it seen? Well, it can't be that precisely because it isn't doing a texture upload.

I suppose I can walk through it but it occurs to me that altering the r_mirroralpha code could be an awesome way to make a viewscreen in Quake by instead of rendering from it's own viewpoint, rendering from the viewpoint somewhere else in the map.

You could make a security camera so some such thing. I do wonder why some video cards (Radeons?) don't support r_mirroralpha. I could probably dig thru Google to find out what OpenGL thing it hates.

I might do some experiments and post shots here.
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Postby Downsider » Fri Jul 16, 2010 1:57 am

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Postby Baker » Fri Jul 16, 2010 2:48 am

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Re: r_mirroralpha question ...

Postby mankrip » Fri Jul 16, 2010 2:49 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby Baker » Fri Jul 16, 2010 3:03 am

Part of the reason I want to understand it is that in my dx8pro build I get this [a build of my engine that uses ]:

Image

^^ Mirror texture appears thru wall.

Image

^^ Player gets "mirrored".

I have some cool uses for mirror alpha I'd like to experiment with.

Anyways, your explanation is helpful and maybe I can play around now.
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Postby leileilol » Fri Jul 16, 2010 10:10 am

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Re: r_mirroralpha question ...

Postby Nahuel » Wed Mar 02, 2011 1:43 pm

Hello I have a question much noob
What engines do they support r_mirroralpha like glquake or proquake?
Does any equivalent exist to this effect?
Thank you!
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Re: r_mirroralpha question ...

Postby mh » Wed Mar 02, 2011 2:13 pm

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Postby Spike » Wed Mar 02, 2011 2:35 pm

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