Introduction - If you have any usage issues, please Google them yourself
surface reflection and refraction, providing source code, to achieve the adoption of the following steps : 1. Additional reductions set a planar 2. and installed cameras to the course Perspective symmetrical position, play up to the plane over part of a texture. 3. will be the culmination of reflection plane came VS. and multiplied by the projection matrix. be planar projection coordinates of points. 4. Interpolation of the above into PS, and at the same time divided by W, and (projCoord 1.0f)* 0.5f. 5. further inquiries exaggerate the texture, and point to noise, water ripple effects.
Packet : 65520748water_reflect2.rar filelist
Model\Ship.3DS
Model
WaterBump.jpg
Reflect2.exe
3DS.h
Camera.h
LakePS.cg
LakeVS.cg
main.cpp
Misc.h
negx.jpg
negz.jpg
posx.jpg
posy.jpg
posz.jpg
Reflect2.dsp
Reflect2.dsw