Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: What's up with fog? Date: Mon, 03 Aug 1998 12:08:57 +0100 Organization: I wish! Lines: 20 Message-ID: <35C59A49.5164@mdx.ac.uk> References: <35C2BFAD.5EF8@funnytown.com> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) Gerrit Goossen wrote: > > Has anyone spent any time figuring out a way to create a "smooth fog"? Fogging is a bit dodgy, and as (from memory) I dont think you can spread the fogging out by subdividing a polygon (which makes sense as light calculations are only carried out once per polygon, regardless of subdivision and I assume the fogging component of light on a poly is calculated then). What you can do is mess around with the fogging attenuation coefficients (dqa and dqb). In the manual it doesn't really imply that you can mess around with dqb, which affects the 'spread' of the fogging. This leads onto several points - 1) make your polygons smaller, so that there are more steps of colours 2) mess around with dqb (1.25 * 4096 * 4096 is given in manual). Try 1.0 * 4096 * 4096 or 1.5 * 4096 * 4096 (cant remember which one) and you should find you can smooth out the fogging Robert Swan rs108@mdx.ac.uk