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Author Topic: How does the fog work?  (Read 11725 times)

Cakes 35
Posts: 14520

« 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)

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
In the year 3000

Cakes 45
Posts: 4394

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

Googling a little, I found this thread:
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...

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.
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