Volumetric Fog vs. Object Loading
I tried to implement a volumetric fog into my game just the same way as in NeHe''s tutorial 41 (using glFogCoordfEXT)... But the thing is that I use a wavefront object loader (glm.h) and all the objects that have been loaded into the game with the loader take the color of the fog (like everywhere is gray) but the basic shapes that I draw using GL_QUAD_STRIP etc. doest seem effected (of course they seem foggy as I expect from the other objects). By the way also the bitmap fonts on the screen are also foggy (whether I use glFogCoordfEXT or not).. I mean they take take the color of the fog when I turn my camera towards the foggy area..
Any suggestions? Or I have to use particles.. (which is expensive)..
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