RE: [Algorithms] Fogging additive transparent polygons
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From: Charles B. <cb...@cb...> - 2001-03-29 00:33:56
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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:cb...@cb...] >Sent: Wednesday, March 28, 2001 10:15 AM >To: gda...@li... >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 cb...@cb... www.cbloom.com > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list ---------------------------------------------------- Charles Bloom cb...@cb... www.cbloom.com |