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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Sun, 29 May 2005 14:03:55 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <73C4F359-D0A8-4208-9CE4-349F98A6315A at miensoftware dot com> <F3586BDB-E92A-4298-8A4F-4162B7AC0606 at chaoticbox dot com>
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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