Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scea.yaroze.programming.3d_graphics Subject: GsFOGPARAM! Date: 1 Dec 1997 12:48:25 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 53 Sender: news@chuka.playstation.co.uk Message-ID: <65ubmp$3091@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk The parameters dqa and dqb allow you to set the distances the fog begins and ends at; the rfc, bfc and gfc set the fog colour. If you make these parameters variable at runtime eg attached to some pad controls, and move camera around alot while playing with the fogging, you can see that fog can be used for alot of things. Probably the most common use is a nighttime effect which also serves to reduce popup. Lewis To: Lewis Evans cc: From: news @ playstation.co.uk Subject: GsFOGPARAM!:scea.yaroze.programming.3d_graphics From: "Linda J. Hodge" Newsgroups: scea.yaroze.programming.3d_graphics Subject: GsFOGPARAM! Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Well I finally got into the 3d scene and I like it.Its actually a lot easier to implement than 2d on the playstation!!! Well I have a question With this fogging structure.When I Set it up in my initialiseLights() all it does is dislplay a black screen all around my entire world except were my 3d object is. It displaya a light source directly above it And the objects in the vicinity around it. Here is the fogging part of the InitLights function as follows: InitLights() { GsSetLightmode(1); foggy.dqa=-100*4096/64/200 /* Hey it says this in the manuals*/ foggy.dqb=1.25*4096*4096 foggy.rfc=0; foggy.gfc=0; foggy.bfc=0; } Is this really all that the fogging function does.Because when I play twisted metal It has some cool fogging effects that I suppose are hardware made.