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Thursday, July 08, 2010


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By gum, he's a clever chap and no mistake!

Foobar Merlin

Out of the box thinking! Love it! :)

Metacam Oh

excellent effect


My god Sextant has no reflection in the mirror... he is a vampire !
My god, it's the same for me !
... us avatar are all vampire !
(please tell it to Twillight, Moonlight, True Blood, Buffy & Angel, Ann Rice and even old style Bram Stoke fan, we need more people in SL)

More seriously, incredible texture work from Sextant, wich plays with the limitation of his art, as all artist have done in the past.

Melissa Yeuxdoux

Neat work. What I'd love to see in SL are funhouse mirrors.

Martien Pontecorvo

It's antics like this that make me wonder why Linden Lab didn't partner with, oh, id Software or someone like that. Shaders and all that you know.

Adeon Writer

Mirrors, impossible? On the current viewer, perhaps. But even a true mirror in SL would be purely client side. I'm sad to see that one hasn't yet been added to the pipeline, even if it would be super intensive graphically.

The power of reflections, especially mirrors, shouldn't be underestimated in a virtual worlds.

Gwyneth Llewelyn

It used to be possible in 2007: http://www.youtube.com/watch?v=MmGzH3GZ5Jo

Sadly, the bit of code that did this magic was removed from SL's renderer a long, long time ago...


He is not the only one building a flying city. I know of one that has been in the works now for 3 months bit by bit. It sexy related though and I don't think it wil be pg, or even mature for that matter. I don't see how it could be.


As far as a mirror goes just use media on a prim intelligently. It could be done.


As far as a mirror goes just use media on a prim intelligently. It could be done.

Frans Charming

This blog post shows what was possible, back in early 2007.

Henri Beauchamp

Nothing new under the sun...

Short of implementing dynamic reflections in the viewer itself, true mirrors *are* impossible to do in SL, and the media on a prim won't elegantly and practically solve this either since then you'd need to stream the rendered viewpoint from a second viewer on the mirror surface, making it extremely heavy and slow a solution (with a noticeable delay between what happens around and its reflection in the mirror).

Nice trick, but just a trick.

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