Quote: "That probably wouldn't work. It would take too much positioning and when its done, it would probably look like a different room (on the other side of the plain). But thanks for the help

."
Au contraire, that would work just fine... If you want an example, check out the 'iced' demo included with DBC. If you look, the ice is acting like a mirror... All the objects above the ground are cloned below the ground, and a ghosted plain has been placed.
(Diagram is inexplicably 7kb)
Look at this top-down diagram of some random furniture scene, with a mirror on the wall. The red circles represent where a player object might stand, and the red dotted lines show where a ray of light could bounce directly into them. Having the two 'extremes' of these produced creates a nice ray of what should be able to be seen in the mirror (which I've coloured yellow). Some of the objects are only *just* touching the yellow, so you might be able to get away with not showing those.
If it's too much effort, you could just, (at game start) put the camera where the plain is but facing towards all the stuff, then sync, get image & texture it onto the plain.
It'll look flat, but it'd do.
Perhaps a combination of these effects could be achieved... If a mirror is far away, use the flat texturing but ghost it and 'show object' the furniture in the 'mirror' world if the player gets close enough...
P.S. Extra kudos if you could re-position
some of the 'real' world objects into the mirror world without the user noticing (i.e., if there's any objects behind them then you could move the objects into the mirror world). But that just makes it stupidly difficult
16-colour PNGs pwn.
