func_reflective_glass
		
		
		
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|  Class hierarchy | 
|---|
| CFuncReflectiveGlass | 
|  func_reflective_glass.cpp | 
func_reflective_glass  is a   brush entity  available in all  Source games.
 Source games.
Entity description
It is used to produce perfectly reflective glass that renders world + entities. You must use a  
LightmappedReflective texture (
glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly.
It is functionally identical to expensive water shaders, but typically used with opaque, flat materials.
 Note:This entity will not show a player their own reflection in first person (except in
Note:This entity will not show a player their own reflection in first person (except in  ), but it will render all player models that are actually being drawn.
), but it will render all player models that are actually being drawn.  Note:This entity may be constructed from more than one brush, but all LightmappedReflective faces must be on the same
Note:This entity may be constructed from more than one brush, but all LightmappedReflective faces must be on the same  plane to work as intended.
 plane to work as intended. Bug:This entity will always be drawn in front of translucent textures, including particles and sprites.  [todo tested in ?]
Bug:This entity will always be drawn in front of translucent textures, including particles and sprites.  [todo tested in ?] Bug:This entity will cease to render or cause visual artifacts if expensive water and or func_areaportals are in a visible visleaf (meaning they can see each other).  [todo tested in ?]
Bug:This entity will cease to render or cause visual artifacts if expensive water and or func_areaportals are in a visible visleaf (meaning they can see each other).  [todo tested in ?] Bug:If more than one face of this brush entity contain a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure exactly one surface has the reflective texture. All others must be opaque.  [todo tested in ?]
Bug:If more than one face of this brush entity contain a reflective or translucent texture, then the mirror's behavior will suddenly switch depending on one's perspective. To prevent this, make sure exactly one surface has the reflective texture. All others must be opaque.  [todo tested in ?] Bug:In
Bug:In  Portal, unless
 Portal, unless r_portal_stencil_depth is set to 0 (which disables portal rendering):
- Having linked portals present near the mirror, or if they are present anywhere within the players' view range (even if they are not being reflected) will cause heavy visual artifacts. The effects are more intense if more portals are reflected and/or more portals are within the players' view range.
- The view through portals renders incorrectly or not at all when viewed through a mirror.
- If a mirror is viewed through a portal, the mirror will still reflect based on the players' absolute position rather than the relative position from the other portal, which causes the mirror to display inaccurately.
- If r_portal_stencil_depthis greater than 2, the game may crash when attempting to look through portals that can see each other and the mirror.
 Warning:In
Warning:In  , LightmappedReflective doesn't work (shows wireframe instead of surface with reflection). Despite this, the entity still creates the reflection camera.
, LightmappedReflective doesn't work (shows wireframe instead of surface with reflection). Despite this, the entity still creates the reflection camera. Tip:To keep the framerate high, use triggers to disable the entity while not needed.
Tip:To keep the framerate high, use triggers to disable the entity while not needed. Note:Has same Keyvalues / Inputs / Outputs as regular func_brush
Note:Has same Keyvalues / Inputs / Outputs as regular func_brushSee also
- LightmappedReflective, the material shader used for this entity.
- YouTube tutorial: How to make a mirror
- prop_mirror (only in   ): an alternate method of creating an albeit simple real-time reflection ): an alternate method of creating an albeit simple real-time reflection

