Func reflective glass: Difference between revisions
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Used to produce perfectly reflective glass that renders world + entities. | 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. | '''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. |
Revision as of 00:49, 21 January 2008
func_reflective_glass
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.
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.