What would this enhancement be for?
Rendering
Describe your enhancement suggestion in more detail
Area-culled world reflections (similar to those used by rt_water) overlaid over existing cubemaps for a hybrid solution that more accurately reflects the world without risking overdraw. I don't know the specifics of how this would be implemented, but the idea would be to ensure that if the player isn't close enough to benefit from the reflections, they won't be rendered. This would mean only re-rendering the world for a given area or bounding box and then rendering cubemaps for the rest.
If necessary I can clarify more on what I mean by this.
What would this enhancement be for?
Rendering
Describe your enhancement suggestion in more detail
Area-culled world reflections (similar to those used by
rt_water) overlaid over existing cubemaps for a hybrid solution that more accurately reflects the world without risking overdraw. I don't know the specifics of how this would be implemented, but the idea would be to ensure that if the player isn't close enough to benefit from the reflections, they won't be rendered. This would mean only re-rendering the world for a given area or bounding box and then rendering cubemaps for the rest.If necessary I can clarify more on what I mean by this.