I am writing a car racing game, and have implemented a pixel shader based spotlight for its headlight.
Now i am trying to implement Fog, will a shader based implementation be better or some other method.
Also since my world has objects like ground plane which is a very large plane with only 4 vertices and no tesselation, so won't a vertex based fog give incorrect rendering as vertices are far off and standing in center .
Looking for any guidance on the above
thnks
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