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Fog

Started by April 04, 2003 03:03 AM
12 comments, last by Juicy 21 years, 11 months ago
VCI is meant to use the color information (sent to glColor) to "colorize" your scene as you want. If OpenGL''s lighting is enabled, the glColor information is ignored (unless glColorMaterial is setup) and so forth VCI can''t be used in single pass when lighting is enabled.

So, VCI is generally a multipass technique and therefore may significantly slow down your application and, as any other multipass technique, it may mess up the rendering of translucent objects.

If you don''t use OpenGL''s lighting, you can *almost* always perform VCI in single pass.
quote:
Original post by James Trotter
But how about making fog with particles? Has anyone tried that before?

Most of the fog/cloud simulations I've seen are pretty CPU intensive all by themselves. I suspect that there would be a good way to get around it using a sort of "clumping" algorithm, but without actually doing the simulation (not that fog extensions are doing the real simulation, more like the former)...

Would take some thinking, but shouldn't be too bad. You might end up pushing too many poly's into the pipeline though.

Intersting thought though. Might be worth playing with.

- sighuh?

[edited by - redragon on April 4, 2003 10:19:31 AM]
- sighuh?
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Particle fog are pretty easy to setup and works on all hardware, but :
1- When the viewer is close to the fog (or worse, inside it) it is VERY fillrate-intensive,
2- When the fog intersects the scene the intersections are pretty ugly.
Ok, thanks for the tips vincoof =)

And I guess I might try something like this for maybe making clouds, or something like that...

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