Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Clipping using fog param Date: Thu, 16 Oct 1997 14:13:54 +1300 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <34456A52.461D08FB@ibm.net> NNTP-Posting-Host: slip202-135-86-126.ak.nz.ibm.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) Hi, I've just started doign 3D stuff so forgive me if this is stoopid question: I want to have a 3D object cut through a 2D background. You see the background, and then the 3D object slowly rises though the background and becomes visible. The obvious problem with this is that because the PSX is a polygon drawer, not a renderer, when the object cuts the background plane it's polygons will "pop" out (suddenly appear) as their average Z value becomes nearer than the Z of the background plane. What I *want* is for the polygon to cut through the background as a proper renderer (eg Lightwave) would do it. Mathematically, this would involve calculating the intersection of the background plane and each polygon, and basically involve recreating the object on the fly. This is HEINOUS and don't want to have to do it. However, please correct me if I'm wrong, but isn't there some built in fogging? Would it be possible to configure the fog to "cut out" at a particular Z value, instead of gradually fading out? This would give me the desired effect. This won't work if all the fogging does is look at the average Z of the polygon and adjust the transparency for it. If this is the case, the whole polygon will fade out and the I'm back where I started. Are there any documents describing fogging details? Once again the docs prove sparse... Ta J