I'd be quite content with mirror surfaces that only, for example, reflected
avatars.

I think people would enjoy mirrors no matter how much restriction had to be
placed on them to keep them from hogging excess resources.

On Sat, Oct 16, 2010 at 5:27 PM, Argent Stonecutter <secret.arg...@gmail.com
> wrote:

> On 2010-10-16, at 16:58, leliel wrote:
> > OpenGL has been able to do reflections for a long time now, it's just
> > a very demanding process since you have to render the scene from the
> > point of view of each reflective object in addition to the camera's
> > view point. Older games would cheat and just render one cube map for
> > the whole scene and use it for all reflections, but that may not be
> > acceptable in sl.
>
> Sure it is. They had it working on First Look 1.13.57575. The source code
> for which is in the old viewer archives. It was nerfed some (the cube map
> was reduced to about 32x32) but the RenderDynamicReflections option was
> still there right up to Windlight. People LOVED it, particularly in
> rave-style clubs.
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