one short question: Is it somehow possible to do reflection as a full deferred process? (You know, without using clip planes and a second render pass...)
for example for a water surface.
Google "screen space reflection". This technique integrates well with deferred rendering. Although: it's rather expensive and quite inaccurate(because you just ray-march depth-buffer in screen-space and your reflections will have noticeable artifacts in case of occlusions or when ray goes out of texture bounds), but it may be very convincing in combination with decent parallax-corrected local cube-maps, which will fill the gaps inaccessible in screen-space.
Ok, thank you for your reply, i will search for this!
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