Well, I have my reflection enhancements done, so reflections using dynamic planes attached to SceneNodes works nicely now. Oblique depth projection is SO nearly working - right now it’s clipping perfectly in all cases except where the camera pitches relative to the plane; I’m not sure why that is right now. I’ve been over my calculations multiple times and they all look fine, but clearly I’ve made a mistake somewhere.
While doing this I discovered a couple of GL bugs; fixed-function texture projection is a little off it seems, the reflection gets squashed a bit which doesn’t happen in Fresnel (which uses a vertex program to generate the texture coords). Also, manually blending a second texture unit with the current base doesn’t look quite right either. That’ll need looking at.