Did everyone face this problem once? With DP, if you add a shader with dp_reflect like this:
Code: Select all
textures/office/ashtray
{
qer_editorimage textures/office/ashtray.tga //thumbnail in radiant editor
dp_reflect 0 1 1 1 1
{
map $lightmap //needed by realtime light too!
}
{
map textures/office/ashtray.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/office/ashtray.tga
blendfunc GL_ONE GL_ONE
}
}
Then set r_water to 1, and apply it to a wall, no problem. Reflection is nice and easy. BUT, if you try to apply the same shader to a model (in my case a .obj model) all the scene goes crazy. The floor with the reflection shader applied is reflected only when the player visual is between some degrees (a very low angle, btw) and the model is using some kind of weird reflection (it reflects things that, for its angle, shouldn't be reflected).
I think it's an engine bug. Do you think could I be right?