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Hello all, I think this is one of my first posts... In any case, let me go ahead and ask my question. I am trying to teach myself OpenGL, and I have run into something when making fog. Now, here is the code.
GLfloat fogColor[4] = {1.0, 1.0, 1.0, 1.0}; // R, G, B, ?

glFogfv(GL_FOG_COLOR, fogColor);

My question is, when I am declaring the fog color, what is the fourth value there? I know that the first three are the red, green, and blue values, but what is the last one? I was thinking that it was alpha, but I wasn't exactly sure. Thank you for whoever can clarify what it is for me.

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I don't think anyone knows what it is, you can even use use fogColor[3] which is just RGB, I think because they are all automatically set to 0 and the fourth variable doesn't change anything whether it's set to 0 or 1.

People suggest using 1 as the fourth number, but I doubt it makes a difference.

If I'm wrong however, I'd love the hear what its real purpose is.

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Quote:
 Original post by dalindeckHello all, I think this is one of my first posts... In any case, let me go ahead and ask my question. I am trying to teach myself OpenGL, and I have run into something when making fog. Now, here is the code.GLfloat fogColor[4] = {1.0, 1.0, 1.0, 1.0}; // R, G, B, ?glFogfv(GL_FOG_COLOR, fogColor);My question is, when I am declaring the fog color, what is the fourth value there? I know that the first three are the red, green, and blue values, but what is the last one? I was thinking that it was alpha, but I wasn't exactly sure. Thank you for whoever can clarify what it is for me.

Could be, even the official doc mentioned little:

GL_FOG_COLOR
params contains four integer or
floating-point values that specify C ,
the fog color. Integer values are f
mapped linearly such that the most
positive representable value maps to
1.0, and the most negative representable
value maps to -1.0. Floating-point
values are mapped directly. After
conversion, all color components are
clamped to the range [0,1]. The initial
fog color is (0, 0, 0, 0).

Fog blends a fog color with each rasterized pixel fragment's
posttexturing color using a blending factor f. Factor f is
computed in one of three ways, depending on the fog mode.
...
Regardless of the fog mode, f is clamped to the range [0,1]
after it is computed. Then, if the GL is in RGBA color
mode, the fragment's color C is replaced by
r
C ' = fC +(1-f)C
r r f

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