Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: What's up with fog? Date: Fri, 21 Aug 1998 15:21:41 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <35DD8274.9EA4BF25@ndirect.co.uk> References: <35C2BFAD.5EF8@funnytown.com> <35DC3B02.CE384A47@immd9.informatik.uni-erlangen.de> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-38.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Christoph Luerig wrote: > Hi Gerrit! > > I think the problem is, that the fog is not done on a per fragment basis > but on a per polygon basis on the Playtstion. > This generates this funny effect. You can improve the visual impression, > if you use smaller polygons. My experiments with fog suggest that is done on a per normal basis with the rest of the lighting. So, for large polygons it might be worth using Gouraud shading using the same normal for each vertex. The impact on performance this way is less than using more/smaller polys as it's less work for the GTE, and the results are perfect. You can only really do this with dynamic TMD creation though. Herbs