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i mean fog like that uses alpha blitting/blending whatever to give the affect of fog near the ground using alpha blending when i do it slows my program to a crawl (without acceleration) is there any cheap tricks to get some half way decent fog without such a performance hit

later,
cfe

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A 50/50 blend is fairly cheap, and could do the trick (I think there's an article on this site that talks about this)... If not, let me know, I can probably point you to another place.

/Niels

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Guest Anonymous Poster
you could always bust old school styles (think diablo) with a dithering type system that makes more solid color (ie more dots) the greater the alpha value... this will look not bad, and will run on anything, and depending on the optimization, not much longer than a regular blit.

psionic81@excite.com

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