There are various kinds of reflections.
A very simple one, that will only reflect a light source, useful for eg. a snooker sphere:
Entityshininess entity,1.0
Cubemapping requires the special Caps, as your card doesn't
offer. It is also pretty tricky to use it the right way, it's slow and the resolution of the reflection is most times lower than the screen (something I'd consider an artefact)
Spheremapping won't need the caps as cubemapping! There's an example in your installation folder named "TheHead.bb", an excellent sample on Spheremapping!
Finally there's CreateMirror, that will create an infinite plane that will reflect everything, unfortunately also the things below it to the upper side. So you may use this mirror as the most bottom object in your level, or use Tom's dx7 dll that allows to Clip Rendering at a certain Y height.
For a simple reflection effect, eg. a sword made of steel I'd suggest to use Spheremapping, it's fast and looks ok.
A very simple one, that will only reflect a light source, useful for eg. a snooker sphere:
Entityshininess entity,1.0
Cubemapping requires the special Caps, as your card doesn't
offer. It is also pretty tricky to use it the right way, it's slow and the resolution of the reflection is most times lower than the screen (something I'd consider an artefact)
Spheremapping won't need the caps as cubemapping! There's an example in your installation folder named "TheHead.bb", an excellent sample on Spheremapping!
Finally there's CreateMirror, that will create an infinite plane that will reflect everything, unfortunately also the things below it to the upper side. So you may use this mirror as the most bottom object in your level, or use Tom's dx7 dll that allows to Clip Rendering at a certain Y height.
For a simple reflection effect, eg. a sword made of steel I'd suggest to use Spheremapping, it's fast and looks ok.