Uploaded image for project: 'Snowstorm'
  1. Snowstorm
  2. STORM-2055

Real mirror reflections on prims



    • Story
    • Status: Open
    • Major
    • Resolution: Unresolved
    • None
    • None


      To enhance the immersion in Second Life I propose the rendering of real mirror reflections on flat prim surfaces. I created a patch that does this, however it's in a very early stage, currently only able to render mirrors in forward rendering mode, not in deferred rendering. I am not nearly as good with 3d graphics as I would like to be, and I only know very little about the render pipeline, so this patch is probably not the best quality. But I am sure it can be enhanced with the right knowledge behind it.

      There are still a few issues:

      • sometimes mirrors disappear after being occluded
      • particles showing the wrong orientation in the mirror (same error with LL water reflections)
      • alpha sorting is backwards in the mirror axis (same error with LL water reflections)

      These need to be addressed, maybe by someone who has more knowledge than I have, or I maybe I can fix them myself. I will keep on trying to improve this patch and I would be glad if I could get some help to make this a reality for all Second Life users.

      Since I can't change the server end, I had to "hack" a little to make mirrors appear on chosen surfaces only. The final implementation probably should include a "mirror" percentage spinner that is saved server side, and the viewer renders the mirror with the selected reflectiveness on top of that face.

      The patch applies cleanly to viewer-release.

      How to create a mirror with this patch:

      • check out viewer-release from Linden Lab's bitbucket
      • apply the patch attached to this Jira
      • compile the viewer
      • obtain the mirror texture I made (just send me an IM) or change the mirror texture UUID in the settings to one you want to use
      • apply the texture to any flat prim face
      • make the face transparent to make the mirror come up, higher transparency means more reflectiveness



        1. argent_stonecutter_inside_the_pile!_139865.jpg
          46 kB
          Adeon Writer
        2. mirror_second_life_v3_rev1.diff
          38 kB
          Zi Ree
        3. Second Life 3.7.14 (32209)+patch.png
          1.49 MB
          Whirly Fizzle
        4. Sphere Reflective Environment Mask.png
          555 kB
          Mahkoksis Hansome
        5. Sphere Reflective No Materials.png
          521 kB
          Mahkoksis Hansome
        6. Sphere Reflective Normal + Env Mask.png
          664 kB
          Mahkoksis Hansome
        7. Sphere Reflective Normal Mapped.png
          764 kB
          Mahkoksis Hansome
        8. Untitled.png
          2.25 MB
          Adeon Writer



            Unassigned Unassigned
            zi.ree Zi Ree
            251 Start watching this issue