It's a long time since one of my engines had fog support:
The usual cvars apply, and there's also a menu.
Sunday, August 16, 2009
DirectQ Fog
Posted by
mhquake
at
3:09 PM
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It's a long time since one of my engines had fog support:
The usual cvars apply, and there's also a menu.
Posted by
mhquake
at
3:09 PM
4 comments:
That looks gorgeous. So warm and "solid". Very atmospheric.
Does it emulate a certain other engine's fog or is it yet another different implementation? If I recall correctly Darkplaces does the best fog, Fitzquake is decent (I think joequake and derivates are similar) and aguirRe's glquake's is rather weird. Some maps (might be only speedmaps, heh) rely on just the right fog type, so more standardisation is good.
Wouhou!
The only feature that was missing ot DirctQ in y opinion.
I can't wait for a release!
Thank you so much!
Marc
It's a pretty basic implementation; the main big deal is that the gl_fogenable cvar can now set different modes, either per-pixel or per-vertex, or linear, exp or exp2. This one is gl_fogenable 1, gl_fogstart 10, gl_fogend 2210, gl_fogred 0.85, gl_foggreen 0.55, gl_fogblue 0.3.
..That looks groovy!
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