An additional question about
fog:
Again, density seems to have absolutely no
effect.
Given a scene with a static "fog end" distance,
as the "fog start" distance is set closer and closer to the camera, the fog
gets thinner and thinner.
Is
there a finite number of fog density steps [256?] that are used to span the
space between fog start and fog end? This would explain the thinning as the
fog span gets bigger.
Is
the fog rendered differently in directX and openGL?
Regards,
Rob
Hello,
Can someone elaborate on the fog in
Virtools?
The density setting seems to have no
effect.
The fog end value acts like a camera clipping plane
[nothing is visible beyond it].
Is
it possible to set a ceiling for the fog?
The sample recently posted [re:multitexturing and
fog] seems to have fog with a ceiling. Is this simply an optical
illusion?
I
am experimenting with using particles for fog so I can control it and make
it dimensional. Has anyone else tried this with success?
Regards,
Rob