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Would it be possible to make a mirror?
Old 08-16-2010, 05:45 PM   #1
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Would it be possible to make a mirror?

Bored and came up with this idea and wanted to pick yer brains.
Just out of interest (not planning on doing it anytime soon - I can't even make an x-hair in DirectX yet ), would it be possible to create a "mirror" for a First Person Shooter?

What I mean by mirror is a secondary window (or overlay) that would show what was going on behind the player.

A quick shoop to make the idea more obvious:

(see top right)


If it were possible, what method would be used? My only two guesses would be to create a new camera and place it behind the player, or to have a loop that would turn the player's camera (not the body) around for a millisecond every 0.5 seconds and get a screencap. Not sure if they would notice it or not if they had a high framerate.
Anyway, hopefully this will be an interesting one

(Sorry if this is the wrong section, I don't think it would really suit anywhere else)

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Old 08-16-2010, 05:48 PM   #2
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I get what your saying, a pop out screen that shows whats behind you right?

If so that would be pretty sweet
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Old 08-16-2010, 06:03 PM   #3
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In source engine games people do this with cameras, for other games I don't know. If you google DirectX mirror texture or reflective texture you will get something I bet.
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Old 08-16-2010, 06:16 PM   #4
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Quote:
Originally Posted by sgtmattbaker View Post
In source engine games people do this with cameras, for other games I don't know. If you google DirectX mirror texture or reflective texture you will get something I bet.
I Got you covered,

Let me google that for you
Let me google that for you

Enjoy
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Old 08-16-2010, 06:22 PM   #5
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fail search is fail. ur not guna be reflecting textures, it has to do with cameras.

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Old 08-16-2010, 06:22 PM   #6
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Only in cod1(also uo?) you can make camera.
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Old 08-16-2010, 06:25 PM   #7
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Quote:
Originally Posted by SEGnosis View Post
fail search is fail. ur not guna be reflecting textures, it has to do with cameras.
Haha, i'm not saying what he said to Google it correct, but i just googled it for him
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Old 08-16-2010, 07:16 PM   #8
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Just coded a little loop that would change the X viewangle every 2 seconds (+180*, screenshot, -180*). It is very much noticeable.
That's that idea out the window then

Edit: Without the screen shot it's not noticeable. I was taking the screenshot then saving to a bitmap using a function I found elsewhere. Would probably be okay with just BitBlt. (Haven't tried this yet myself)
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Old 08-16-2010, 07:40 PM   #9
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The engine function you're looking for it R_Renderscene, the whole Quake3 engine( COD engine = Q3 engine ) is using the function to render onto the screen. Hook the function and draw it twice( use the refdef struct =) ).
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Old 08-16-2010, 07:45 PM   #10
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Quote:
Originally Posted by 0rbit View Post
Just coded a little loop that would change the X viewangle every 2 seconds (+180*, screenshot, -180*). It is very much noticeable.
That's that idea out the window then

Edit: Without the screen shot it's not noticeable. I was taking the screenshot then saving to a bitmap using a function I found elsewhere. Would probably be okay with just BitBlt. (Haven't tried this yet myself)
I would imagine the clean way would prolly be going thru the pipeline creating your opposite camera, setting it pasing it thru the scenes. Idk tho never looked into it.

edit: Raz0r posted xD same time
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Old 08-16-2010, 07:51 PM   #11
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The idea of turning the players camera would work, I believe. I think the best option would be to update the mirror every 2 seconds, so it wouldn't be so noticeable.
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Old 08-16-2010, 08:06 PM   #12


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In any game this would be great, honestly it would be one hell of a hack.
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Old 08-16-2010, 08:31 PM   #13
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Quote:
Originally Posted by R4z8r View Post
The engine function you're looking for it R_Renderscene, the whole Quake3 engine( COD engine = Q3 engine ) is using the function to render onto the screen. Hook the function and draw it twice( use the refdef struct =) ).
That sounds cool
As I said, I probably won't be doing this so I won't ask exactly how to hook it but how this would work if you had hooked it?
Is this function entirely camera-based rather than turning the player themselves? Also I see nothing about resolution or where to draw or anything in refdef so is there in fact a way to get it to draw smaller/at a different place rather than just rendering over the gameplay?
I see ScreenX and Y, are they for positioning the render or the resolution?
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Old 10-01-2010, 08:04 PM   #14
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Maybe a bit of a bump, but I saw it whas still not finished here.

This is what you need:

q3 spycam
q4 spycam
Warsow DropCam

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Old 10-01-2010, 08:47 PM   #15
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Old 10-01-2010, 09:47 PM   #16
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Quote:
Originally Posted by SystemFiles View Post
Maybe a bit of a bump, but I saw it whas still not finished here.

This is what you need:

q3 spycam
q4 spycam
Warsow DropCam
Quote:
Originally Posted by siGnaL View Post
King-OrgY's code for that camera thing using RenderScene in CoD1: Engine Draw a Simple Cam
Wow, these are great!
Thanks, I might have a look at this again properly some time soon
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Old 10-03-2010, 06:15 AM   #17
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a read

GameDev.net -- Virtual Camera Position (VCP)
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Old 10-05-2010, 09:48 PM   #18
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The "reflective" textures will just turn the texture upside down I believe. You will need some way to redraw a camera angling behind you in a smaller box.
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Old 10-10-2010, 01:54 PM   #19
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Just to let anyone who cares know, we're getting there [kinda]

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Old 10-10-2010, 07:15 PM   #20
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Just to let anyone who cares know, we're getting there [kinda]

Nice job! now try to get the mirror working, dont forget to also draw the normal Refdef.
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