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  1. Directx11/OpenGL Reflections

    I'm having an issue with the water reflections in OpenGL. I am currently using the viewport masking for my water reflections so that it reflects a lo-res billboard model rather than a hi-res 3d model. When in Directx11 this works fine (As shown in the attached image) However, in OpenGL the surrounding areas of the reflecting billboard model are opaque. Any help would be appreciated. Thanks
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