There is a way, I think, that this could actually be done without the use of render targets. It requires some engine access, though, to wit:
1. Draw the view. If no portals are in view (done with pixelvis or whatnot), terminate recursion (if any). 2. Draw portals. The portal is drawn with a special material that clears the depth buffer. 3. For each portal: a. find the transformed camera position looking through that portal. b. store off portal location info (e.g. on a global stack) c. cull polygons *from the exit portal location* d. go to step 1 *from the transformed camera location through the exit portal* e. retrieve portal location from stack, draw a transparent overlay quad on portal (flames, etc.) That should make it possible to do this without render targets, including the flame effects along the borders that we see. Note, though, that this requires the ability to separate the polygon cull step from the render step in the engine, in step 3c. Models that touch the portal will have still have to be cloned; in fact, there's probably a shadow physics controller at the "far" portal. Anybody want to try prototyping this on Ogre3D? -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders