Func reflective glass: Difference between revisions
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Note:Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.
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{{wrongtitle|title=func_reflective_glass}} | |||
== Entity description == | |||
A [[brush entity]] entity used to produce perfectly reflective glass that renders world + entities. | |||
Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. | Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. | ||
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'''See''' hl2/materials/glass/reflectiveglass001.vmt for an example. | '''See''' hl2/materials/glass/reflectiveglass001.vmt for an example. | ||
{{note|Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.}} | |||
== Availability == | |||
{{in game|brush}} {{game|TF2}} <!-- At least in TF2... I don't know if it's available in more games ... ? --> | |||
== External links == <!-- only for initial reference...can be removed --> | |||
* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage {{warning|BIG screenshots}}] | |||
[[Category:Entities]] | |||
[[Category:Brush Entities]] |
Revision as of 04:04, 21 January 2008
Entity description
A brush entity entity used to produce perfectly reflective glass that renders world + entities.
Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces.
See hl2/materials/glass/reflectiveglass001.vmt for an example.

Availability
Template:In game Template:Game