On 29-May-05, at 1:08 PM, Lo Saeteurn wrote:
Is there a way to manually set the fog end value rather than having
the yon be the fog end?
Should be possible with declares, but it's a tad messy. There's no
way to manipulate RB3D's fog object, so you have to create your own
fog object and apply it to every object :/
The yon seems to clip off objects before the fog end. It is not so
apparent with a big yon value, but if you want the fog to end very
close (thick fog), it is very apparent especially on my ATI 9650
graphic card when things seem to be brighter.
Do you see this only with semi-transparent objects or with all
(solid) objects? There's a bug caused by Quesa's transparency
blending where it might appear to be a fog problem, but the fog
values are actually correct - the blending math is to blame. If it's
solid objects then I'm not sure what's going on - a screenshot or
demo project would help...
Frank.
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