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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 18:27:18 -0400
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> <0AA339E7-1797-4E77-AF00-B6FCBFEB646F at miensoftware dot com>
On 29-May-05, at 5:03 PM, Lo Saeteurn wrote:

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

That actually looks fine on my screen - I had to bring it into photoshop and brighten the image to see where the clipping starts. Does fog look OK in other games on your system(s)? It looks more like a display gamma problem, but there is definitely a sharp transition. This might be due to the video drivers cheating a bit when determining the final fogged vertex colour for clipped polygons. I'd suspect lowering the fog start and increasing the yon value might help at least a little, since it will be a more gradual fade.

Making the fog end sooner than the yon setting may help as well, but it might be easier to hack the camera range rather than stick new fog objects in every display group (i.e. make the real yon value greater than what you've told Rb3D to use). Whether or not this'll work depends on when and how often Rb3D sets the camera's yon value, and whether the fog range is set based on what you tell Rb3D, or if it's grabbed from the camera object after the fact (only Joe can clear this up).

Frank.
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