Cube map reflection demo!

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Will you ALWAYS have to render all 6 sides of the 'cube'. I might be wrong, but in the (beautiful) water demo surely only 2 sides are required (the 'top' of the water and the 'bottom' of the water). I only say this 'cos it is a little bit sluggish on my Radeon DDR VIVO - which admittedly is getting on a bit ;)

In case that made no sense at all, I'm thinking about a flat mirror on a wall. It really only needs one 'side' doesn't it? A mirrored cube would need all 6? Or am I WAY off here?

Other thing that occurs to me is that this is rendering camera views directly to a texture (or if not directly it's shifting it a lot faster than CopyRect() ). I remember requesting a 'Render to Texture' feature a while ago, 'cos it would be great for stuff like security cameras. Is this now a possibility? :)

Oh, and how did you do the flickering light effect? Is it multiple lightmaps or just good old DX lights?