CreateMirror is not available; in fact, it is a cool command, but pretty useless: it works only horizontally, and it mirrors everything everywhere
(it means, objects that are underwater will be mirrored over the water). Anyway, there is a way to emulate it: in OpenB3d, the command ScaleEntity can be applied to camera, too: if you use "ScaleEntity camera, 1, -1, 1" it will rendered a mirrored world.
So, you could do a multipass rendering: you first render your world, then you render mirrored world, and then you use the "flip" command: to prevent second rendering from clearing the first one, you can use CameraClsMode:
Code: Select all
CameraClsMode camera, 0,0
CameraClsMode camera, 1,1
Note: if you mirror a camera, all entities will be flipped (an "inside out" effect): to prevent this, you have to disable backface culling, using EntityFX object,16 on every entity.
About cubemapping: to use single faces, you need to create a texture using CreateTexture (width, height, 128), and use SetCubeFace before any BackBufferToTex (untested, it should work; please report me if it doesn't)