Original Post
Does anyone know how quake 3 volumetric fogging works. If a fog shader is applied to a surface, you need to calculate the distance through the fog of the surface behind it. As the distance and even the surface behind the fog plane will depend on the viewer, this has to be done every time. As far as I can see this isn't done by using the stencil buffer or any other OpenGL function. And that is where I am stuck. Any help greatly appreciated!