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Fog #83113
07/24/06 13:06
07/24/06 13:06
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline OP
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Excessus  Offline OP
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Joined: Jan 2004
Posts: 2,013
The Netherlands
When I turn on fog in gamestudio (fog_color = 1;), all my models that have a shader applied turn fully fogged. I found out I can prevent this by outputting a high fog value, or by applying the fog formula from the wiki but I don't want to do fogging at all in some shaders. Is there a better solution to this? Is there some renderstate I can set to bypass the fogging functionality in the rendering pipeline (like those values that you set in a certain pass of a certain technique: cullmode, alphaBlendEnable, etc)?

I plan on using the shader LOD (currently in beta). I think it's pointless to do fogging calculations (costs 5 asm intructions!) in lod0..lod2 because the fog_start will be at like 85% of the cliprange. Putting fog = 10000 costs 1 instruction slot and I like to have my shaders as optimized as possible..

Re: Fog [Re: Excessus] #83114
07/24/06 13:10
07/24/06 13:10
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
this renderstate? FogEnable = false;

Re: Fog [Re: ello] #83115
07/24/06 13:14
07/24/06 13:14
Joined: Jan 2004
Posts: 2,013
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Excessus Offline OP
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Thanks for the quick reply, works perfectly!

Re: Fog [Re: Excessus] #83116
07/24/06 14:52
07/24/06 14:52
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Posts: 4,131
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Matt_Aufderheide Offline
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Quote:

I think it's pointless to do fogging calculations (costs 5 asm intructions!)




Those calculations are in the vertex shader.. so it is so fast it will make no difference.


Sphere Engine--the premier A6 graphics plugin.

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