3d demo Mirror surface using dynamic texturing and offscreen drawing outer cube: made out of 16bit dynamically created textures. The spaceship and the small cubes are simple TMDs. The mirror is one large polygon, taking its texture as the 256by256 region whose topleft is 640,256. Offscreen drawing renders a second view of the world (the one in the mirror) into that texture area, hence the mirror. See DrawMirrorViewOfWorld for mirror mechanics; NOTE that the present mirror relies on using GsRVIEW2 in an odd way. Basically, what is seen in a mirror is viewer-dependent, to find the position and matrix of the mirror-view (for the render onto the mirror texture area), we use vector resolution of the main view direction w.r.t the mirror's plane, thereby find the position of the mirror-view; the twist in orientation is less easy, at present it is done by forcing the reference point to always stay at the centre of the mirror and just moving the viewpoint in RVIEW2; for more general mirrors, proper matrix rotation around the view-vector-to-mirror-plane angle (doubled) is required. L Evans May 97