Pages: [1]
  Print  
Author Topic: How does the fog work?  (Read 14415 times)
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« on: June 20, 2016, 07:31:21 PM »

From what I get Q3's fog system seems to be a projected texture on all the polygons it covers and it isn't really real fog. It seems heavily emulated, and forces modulation of a fog color on anything it hits (including flares)

is this right? Because I am having a hard time understanding the fog operations in q3, it's not standard opengl fog functions


(wanted to make some way to have smooth edged spherical fog ala UE1 as well as Doom3-ish volumetric flares)
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Gig
In the year 3000
***

Cakes 45
Posts: 4394


WWW
« Reply #1 on: June 21, 2016, 12:37:28 AM »

Googling a little, I found this thread:
https://www.opengl.org/discussion_boards/showthread.php/146347-How-to-render-Quake-3-volumetric-fog
Yes, it looks like id software did not use OpenGL fog functions, but used some trick instead.

Other pages mentioning Q3 fog do not seem to be very useful...
http://www.gamedev.net/topic/287308-quake-3-volumetric-fog/
http://www.game-artist.net/forums/showthread.php?t=79
Logged

I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
Pages: [1]
  Print  
 
Jump to: