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Mark Tanner

Ground fog in D3D, how?

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Mark Tanner    100
Hi, How do you best create something that looks like ''ground'' fog in D3D? I mean instead of fogging the distance, you get thicker fog nearer the ground. Some games use this type of fogging, Quake3 has something similar also (red acid fog). Any thoughts? Thanks! Mark

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g_fire_1983    122
I think in the Quake III engine low lying mist in rooms is created using an alpha blended polygon a little way up from the floor...at least thats what it looks like...

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Moe    1256
Quake 3 uses volumetric fog. There are quite a few tutorials around on this, just try doing a little searching. It is also possible to use volumetric texxtures for volumetric fogging, although I don''t have the link handy to the place where I saw this.

Moe''s site

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Mark Tanner    100
Thanks! Looks like it''s volumetric fog. I don''t think that using an alpha blended poly would work unless you don''t mind it not being ''real fog''. Also, it would create problems if you don''t view it from above.

I''ll do a search on volumetric fog - hope its not all OpenGL samples though

Mark


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Wavewash    202
some sites

http://www.gamedev.net/reference/articles/article677.asp

http://www.gamedev.net/reference/articles/article1509.asp

l8rs
~Mo

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