Hi, people.
We're digging in the possibility of use environment maps to cause a fake of reflection sensation…The thing is a very old feature in, for example, Max, to catch an exaple many people know…You used to put a map of like water reflection in a river in the environment map slot…this way, when you moved the camera around, reflections vary at least is the sensation.Is not reflecting what is around, but just ref map put into the environment slot. The effect tends to be quite good and cheap.But as we are allways so much targetting low performance machines,we wouldn't use it if it eats too much resources.(we'd test it, so)
The obj format supports this thing in the mtl :
newmtl metal
Ka 1 1 1
Kd 1 1 1
Ks 1 1 1
Ns 100
illum 2
map_Kd metal.png
refl metalref.png
Well, looks like the OBJ loading is not supporting the " refl " thing. A pitty… But…as environmental mapping is supported, I guess there's some sort of tag, code, command, something, to force an object render this material special texturing… ( from site's feature list: # Texture System
Supports mipmapping, environmental mapping, multitexturing)
We'd really use it a lot for our game, as comes really handy for metal, and plastic kind of objects. What I experienced working in certain company is one of this tended to be very cheap for performance and as you rotated camera around it, the reflection changed...you don't get to really notice is not reflecting you, but a reflection map, if done well, which is easy for the artist.
Thanks a million in advance if someone has a clue...