(Sorry for the long-time reply)
My reflections? There are two ways
The first way is a snap but a HUGE drain on performance, and that of course would be SET REFLECTION SHADING ON oWater. This is by far the best looking method, but as many of you know is sometimes unfeasable. Which brings me to number 2!
My second way is a complete fake, but looks OK if you don't mind a few anomolies, and it only reflects the skybox. The biggest factor in this method is SPEEEEEEED! I simply use SET CUBE MAPPING ON. Simple as it is one command, however, not THAT simple. First parameter is the OBJECT NUMBER, and then the next SIX PARAMETERS after it are textures for each side of a cube. Don't ask which side goes to what, cuz I guess-and-check and eventually get lucky in the end.
Also, I do my skyboxes, now, with Method 2. The reason for this is simple: If I load a skybox.x file AND do my faked reflectancy, then I'm using 2X as much texture space than if I simply make a cube and use the same textures for both the skybox and the water reflectancy. It also saves a little on distribution size as DB creates cubes in runtime (less things to include for distribution).
And for the rest of you, I give you... Purple:
http://www.geocities.com/djpeterson83/images/Purple1.jpg
(Redo of an old 3D program I found waaaaaay back when made in Virtual Reality Studio). Whish I could show off the skybox more! It's one of my best! It's actually a (heavily) modified picture I took of a sunset in my backyard one day!
Current Projects: Verious things right now. Lots of utils for game making. Hopefully something solid soon.
http://www.geocities.com/djpeterson83