Hey, cool... now you just need to set transparency to the mirror effect...
then add your nice models with nice textures and there ya go
<a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>
Yep! Now it looks like reflection
<a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>
in your last screenshot, it seems like the reflections of the black 'units' are white... is it meant to be so?
I think it's like this in reality, too. A gray cuboid on a white, reflecting surface is reflected more white than gray. If it's reflected on a gray surface, it seems gray.
You could try drawing them with a slightly higher opacity. I'm not sure exactly why it is doing that.
Well, atm I'm just blending it on the chessboard texture. Like this:
Changing the Alpha value won't take any effect, cause there is no alpha value in this blending function.Code:glBlendfunc(GL_SRC_COLOR, GL_ONE_MINUS_DST_COLOR);
One minus dest color for black would return a white surface; 1-0 = 1. Unless you start doing stuff like texturing them.
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