How does one implement alpha transparency and reflection on top of texture mapping? For example, how does one render a glass bottle or a semi-transparent mirror (e.g., looking out from the indoor side of a window at the time of sunset)?
How does one implement alpha transparency and reflection on top of texture mapping? For example, how does one render a glass bottle or a semi-transparent mirror (e.g., looking out from the indoor side of a window at the time of sunset)?