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Re: Fog End and Yon

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Fog End and Yon
From: Frank Condello <developer at chaoticbox dot com>
Date: Sun, 29 May 2005 15:52:10 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <73C4F359-D0A8-4208-9CE4-349F98A6315A at miensoftware dot com>
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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Open Source RB Goodies and Shareware
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