Anyways, since playing outlast I’ve gotten interested in learning how certain 3D affects are pulled off.
One that still baffles me is the glass-within-scene effect as seen here
prepend a www dot and copy and paste this link since the forum won’t let me post it…
I understand how to pull of refraction when the environment map is static, but how do they render the FBO/lookup texture from that plate of glass such that it looks perfectly transparent if the refraction factor was zero (as if the glass pane wasn’t there, but still using the lookup texture)
Are there any easy to follow papers that explain this? Most of the tutorials and sdk examples always cheat and use stupid statically rendered cube maps like a cathedral image which really aren’t that useful for actual scene renderings.