C++ Question Mirror

Castor

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Is it possible to have a vessel that acts as a reflective surface ?

Also, can mirrors be implemented inside the VC of a vessel ?
 
D3D9 client supports reflection maps and even some form of dynamic reflections however AFAIK it takes only into consideration planetary bodies.

To make proper window you'd need to set sepaate camera and put rendered image into texture. I'm not sure it's possible with curent graphic clients.

some effects are really nice even if limited:

Image by 4throck.
4throck_reflection.jpg
 
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In some of the early Soyuz vessels, mirrors were placed in certain locations of the cockpit so that both crew members could easily see vital displays. This idea was also considered in many post-Apollo proposals. Is there any way to implement this in Orbiter?
 
From coding point of view I think it's possible. VOSTOK addon by igel had working distorted mirror for aligning the craft for reentry (Bzor).
 
Isn't that more like a periscope than a mirror?

Principle is the same from coding POV (reflective surface). I know it was pretty difficult to circumvent Orbiter's limitations but it might be possible to implement working mirror in Orbiter.
 
D3D9 client supports reflection maps and even some form of dynamic reflections however AFAIK it takes only into consideration planetary bodies.

No, you can change what's reflected with just three simple steps (not counting any clicks on "save", or to open combo boxes ;) )

The "Environment mapping"->"Rendering mode" option is the option to go for!

/Kuddel
 

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My apologies then. I've been writting from my (faulty as it seems) memory.
 
My apologies then. I've been writting from my (faulty as it seems) memory.
Pleeeeaase, don't apologise! You've written "AFAIK".
I wished everybody writes so clear about what they know and what they think they know ;)
And to be honest, I also think I should set up an D3D9Client-FAQ[1] for some of the more frequent install issues, setup tweaks, ...and other frequently asked questions...
To search the forum is not always the quickest way to find answers

/Kuddel

[1]...if time permits ;)
 
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