Fog problem

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1 comment, last by peter86 19 years, 3 months ago
When I'm trying to turn on some linear fog, everything thing gets the fog color I've set (in this case, the whole screen gets gray) and if I try with D3DFOG_EXP or D3DFOG_EXP2 nothing is affected. Here's the code I'm using:

g_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_FOGCOLOR, 0x007F7F7F );
g_pd3dDevice->SetRenderState( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );
g_pd3dDevice->SetRenderState( D3DRS_FOGSTART,	(DWORD)0.5 );
g_pd3dDevice->SetRenderState( D3DRS_FOGEND,	(DWORD)0.8 );




What could possibly be wrong? Any suggestions? EDIT: I'm sure my card support these kind of fogs (though it's an old TNT2) since it works perfectly in the MFCFog sample from the old SDK.
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The problem is that FOGSTART and FOGEND are both set to 0, because (DWORD)0.5 == 0 and (DWORD)0.8 == 0.

For the render states taking a floatting point value, you must use something like:

// Casts a float into a DWORDDWORD FloatToDWORD(float val){  return *((DWORD*)(&val));}// ...g_pd3dDevice->SetRenderState( D3DRS_FOGSTART,	FloatToDWORD(0.5f) );g_pd3dDevice->SetRenderState( D3DRS_FOGEND,	FloatToDWORD(0.8f) );

Thanks, I've fixed it now. I had to set the range a little wider to be able to see anything too :-)

[Edited by - peter86 on January 4, 2005 5:14:47 AM]

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