This is the renderer I use:
Code:
Renderer.type(RT_DEFERRED);
When I look at the mesh with the selected material in the model editor, I see reflections. When I place the mesh in the world editor, same mesh with the same material, I don't see any reflections. No reflections when I hit "play latest build", and no reflections in the built game in visual studio.
I know I used the right material, so what else could I have done wrong?
EDIT: Damn, it was my stupid mistake. Seems selecting a different material for the mesh in the world editor is not doing what I expected. After I selected the changed material in the mesh editor and hit save, the reflections started to work everywhere.
Other question then: what happens If I have an alpha channel in my reflection cube map, with some areas being transparent. Do they get ignored for reflections?
And is there really no possibility to have glossy areas without reflection and glossy areas with reflections on the same object? Makes using reflections on a "combined" object really hard. For example, I have ruby-like materials on the same object / material as metal-like. Both should be glossy, but the rubies should not be reflective (or at least only slightly), as a ruby absorbs more light.
I might give dialing down the glossiness of the rubies a try though. maybe the highlight will still be pronounced enough with less specularity.