Haze via glFogCoord??

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0 comments, last by duhroach 21 years, 3 months ago
Howdy, I'm toying with the idea of trying to create haze. based upon what I've seen, the glFogCoord function seems like a good place to start in creation of it. What I was wondering, is if I could somehow modify the fog color based upon the z range? i've tried to do this, but have had no luck. In the end, I'd like to be able to do terrain lighting like the following page. (Yes, I realize they have a paper on the topic. I'd like to see if this can be done in hardware mode, and real time) page Any ideas? ~Main == Colt "MainRoach" McAnlis Programmer www.badheat.com/sinewave [edited by - duhroach on December 18, 2002 2:08:27 AM]
==Colt "MainRoach" McAnlisGraphics Engineer - http://mainroach.blogspot.com
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You can''t change the fog colour per-vertex using the standard pipeline. But you can do it using your own shader setup. For example, you can use the fog coordinate to control fog density, and the secondary colour to control fog colour. A little modification in the regcom pipeline (if you are on nVidia cards), and it works.

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