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 :/
I was afraid of this. I guess it could be done using the Quesa
Wrapper classes.
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.
No, I know about this bug. It is the clipping of the objects (solid
or transparent) that is the problem. If I could set the fogend value
closer than the yon value then I would be able to fade the fog better
before the clipping.
If it's solid objects then I'm not sure what's going on - a
screenshot or demo project would help...
Here is a screenshot of renegades with the fog on and the fog start
set to 45 and the yon set to 80. The sky color is set to black. From
the image, you can see in the background that the dome gets clipped
before it can fade completely to black. On my G5, it is much more
visible than on my iBook. It seems to mainly do this with larger
objects. If the fog was white or brighter, it is much easier to see.
http://www.miennetwork.com/fogissue.jpg
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