## RE: [Algorithms] Fogging additive transparent polygons

 RE: [Algorithms] Fogging additive transparent polygons From: Wilczynski, Mark - 2001-03-28 18:53:32 ```What method do you use to perform the fading? Does it require that geometry be sorted back to front? -----Original Message----- From: Charles Bloom [mailto:cbloom@...] Sent: Wednesday, March 28, 2001 10:15 AM To: gdalgorithms-list@... Subject: Re: [Algorithms] Fogging additive transparent polygons My solution to all these fog problems is just to fade that stuff out in the distance. It looks great, and it has other advantages, such as being able to fade it out faster than the fog and then just make it disappear. This solves the problems with all extra passes, basically you just fade them out and only do base texturing + lighting in the distance. ---------------------------------------------------- Charles Bloom cbloom@... http://www.cbloom.com ```

 Re: [Algorithms] Fogging additive transparent polygons From: Charles Bloom - 2001-03-28 18:14:57 ```My solution to all these fog problems is just to fade that stuff out in the distance. It looks great, and it has other advantages, such as being able to fade it out faster than the fog and then just make it disappear. This solves the problems with all extra passes, basically you just fade them out and only do base texturing + lighting in the distance. ---------------------------------------------------- Charles Bloom cbloom@... http://www.cbloom.com ```
 RE: [Algorithms] Fogging additive transparent polygons From: Wilczynski, Mark - 2001-03-28 18:53:32 ```What method do you use to perform the fading? Does it require that geometry be sorted back to front? -----Original Message----- From: Charles Bloom [mailto:cbloom@...] Sent: Wednesday, March 28, 2001 10:15 AM To: gdalgorithms-list@... Subject: Re: [Algorithms] Fogging additive transparent polygons My solution to all these fog problems is just to fade that stuff out in the distance. It looks great, and it has other advantages, such as being able to fade it out faster than the fog and then just make it disappear. This solves the problems with all extra passes, basically you just fade them out and only do base texturing + lighting in the distance. ---------------------------------------------------- Charles Bloom cbloom@... http://www.cbloom.com ```
 RE: [Algorithms] Fogging additive transparent polygons From: Charles Bloom - 2001-03-29 00:33:56 ```Well, one good way is to use the fog color :^) Black for additive passes, white for multiplicative passes... the other cool way is to use the trilinear mipping and making the lower mip-map levels be entirely transparent. This can cause some anomalies since the mip-map selection is done not just by distance but also by angle. The final way is if you have vertex-shader hardware... At 10:53 AM 3/28/2001 -0800, you wrote: >What method do you use to perform the fading? Does it require that >geometry be sorted back to front? > >-----Original Message----- >From: Charles Bloom [mailto:cbloom@...] >Sent: Wednesday, March 28, 2001 10:15 AM >To: gdalgorithms-list@... >Subject: Re: [Algorithms] Fogging additive transparent polygons > > > >My solution to all these fog problems is just to fade that stuff out >in the distance. It looks great, and it has other advantages, such as >being able to fade it out faster than the fog and then just make it >disappear. This solves the problems with all extra passes, basically >you just fade them out and only do base texturing + lighting in the >distance. > > >---------------------------------------------------- >Charles Bloom cbloom@... http://www.cbloom.com > >_______________________________________________ >GDAlgorithms-list mailing list >GDAlgorithms-list@... >http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ---------------------------------------------------- Charles Bloom cbloom@... http://www.cbloom.com ```
 RE: [Algorithms] Fogging additive transparent polygons From: Wilczynski, Mark - 2001-03-29 00:54:02 ```Oh.. I see. I thought you were talking about fading the entire object. But you were talking only about fading out the extra rendering passes - similar to how detail textures are faded out in many games (i.e Unreal). Cool idea. -----Original Message----- From: Charles Bloom [mailto:cbloom@...] Sent: Wednesday, March 28, 2001 4:34 PM To: gdalgorithms-list@... Subject: RE: [Algorithms] Fogging additive transparent polygons Well, one good way is to use the fog color :^) Black for additive passes, white for multiplicative passes... the other cool way is to use the trilinear mipping and making the lower mip-map levels be entirely transparent. This can cause some anomalies since the mip-map selection is done not just by distance but also by angle. The final way is if you have vertex-shader hardware... At 10:53 AM 3/28/2001 -0800, you wrote: >What method do you use to perform the fading? Does it require that >geometry be sorted back to front? > >-----Original Message----- >From: Charles Bloom [mailto:cbloom@...] >Sent: Wednesday, March 28, 2001 10:15 AM >To: gdalgorithms-list@... >Subject: Re: [Algorithms] Fogging additive transparent polygons > > > >My solution to all these fog problems is just to fade that stuff out >in the distance. It looks great, and it has other advantages, such as >being able to fade it out faster than the fog and then just make it >disappear. This solves the problems with all extra passes, basically >you just fade them out and only do base texturing + lighting in the >distance. > > >---------------------------------------------------- >Charles Bloom cbloom@... http://www.cbloom.com > >_______________________________________________ >GDAlgorithms-list mailing list >GDAlgorithms-list@... >http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ---------------------------------------------------- Charles Bloom cbloom@... http://www.cbloom.com _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ```
 RE: [Algorithms] Fogging additive transparent polygons From: Alex Clarke - 2001-03-31 12:12:15 ```Well, I got time to try this, and it works rather nicely! Thinking about it now, this actually makes good sense :-) Thanks to everyone who replied! Alec Clarke, Programmer Argonaut Games PLC > -----Original Message----- > From: Charles Bloom [mailto:cbloom@...] > Sent: 28 March 2001 19:15 > To: gdalgorithms-list@... > Subject: Re: [Algorithms] Fogging additive transparent polygons > > > > My solution to all these fog problems is just to fade that stuff out > in the distance. It looks great, and it has other advantages, such as > being able to fade it out faster than the fog and then just make it > disappear. This solves the problems with all extra passes, basically > you just fade them out and only do base texturing + lighting in the > distance. > > > ---------------------------------------------------- > Charles Bloom cbloom@... http://www.cbloom.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDAlgorithms-list@... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > ```