Difference between revisions of "Func reflective glass"

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* 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 <code>hl2/materials/glass/reflectiveglass001.vmt</code> for an example.
 
* 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 <code>hl2/materials/glass/reflectiveglass001.vmt</code> for an example.
* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage  Warning: BIG screenshots!]
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* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage  Warning: BIG screenshots!] {{todo|Link doesn't work.}}
  
 
{{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.}}
 
{{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 07:47, 5 May 2008

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This is a brush entity available in all Source games.

Entity description

A brush entity entity used to produce perfectly reflective glass that renders world + entities.

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.