by Garrador on Wed Oct 20, 2010 10:22 am
you know, glass is simply a fully translucent surface with some surface reflection, and since it seems like you dont want any dirt on it, there is nothing more to it than filling an image with a light blue color (with low saturation) and making an appropriate alpha map and specular for reflections. Or refract map if you want that type of glass.
Could not be easier, for anyone actually. Just read up on how to implement the shader parameters.
You click on Build or type
make (or some equivalent), and you are astonished, then mortified, as you realize that the whole world is being
recompiled and relinked!
- Scott Meyers