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Updated descriptions of fogarea.2da and fogpt.2da #71

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merged 2 commits into from Apr 28, 2018

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Argent77
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@lynxlynxlynx
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Do we have a better understanding of U_VEC and V_VEC? Is the horizontal/vertical reference screenwise, isometric or something else? Which way is the positive side of the axes?

@Argent77
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U and V are applied screenwise (positive U/V goes towards right/bottom screen edges). Not sure how time frame is scaled though (but I guess it's relative to frame rate).

Fog seems to be applied without taking map structures (such as wall polys or search map) into account, probably on a second pass over the final map composition.

@lynxlynxlynx
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Cool, please add that first bit to the description.

@Argent77
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Done.

@lynxlynxlynx lynxlynxlynx merged commit 11ec564 into Gibberlings3:master Apr 28, 2018
@lynxlynxlynx
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Thanks!

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2 participants