textures and fogging

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5 comments, last by Rondrik 22 years, 5 months ago
Hi, I have a strange problem. Everytime I activate fog all my textures on my cubes disappear and the surfaces turn grey. What is the problem, does it depend on the winding because I use CW rotation. Thanx.
MARC
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Check the distance settings you''re using with your fog. If an object is too deep in the fog, it will be completely
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
quote:Original post by Maximus
Check the distance settings you''re using with your fog. If an object is too deep in the fog, it will be completely


The problem isn''t the fact that my wohle model is disappearing but that the textures are just not there anymore, the faces turn just grey. But the model by itself is visible.
MARC
I think this has something to do with lighting normals.....
Fogging doesnt work on lighting normals, rather it uses the information in the depth buffer.

If a polygon is too deep in fog the entire polygon will appear textureless, and be entirely in the colour of the fog.
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
quote:The problem isn''t the fact that my wohle model is disappearing but that the textures are just not there anymore, the faces turn just grey. But the model by itself is visible.

Well AFAIK OpenGL doesn''t actually draw any fog besides on object''s themselves. So if you set a grey fog color and set the background color to blue, you could get a totally grey cube on a blue background. The cube would be totally fogged, but it looks odd because the background is not fogged. If you move your cube closer to the camera, it will be less grey and more textured but it will still be on a blue background.

Is this what you are experiencing?
Dirk =[Scarab]= Gerrits
aye that is correct scarab, i belive his fog is way too deep

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