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renderer2: fix 'fogvars' fog / fog issues #553
Comments
From: @jackeri (Jacker) This needs to be fixed with a custom glsl shader path, not a hard fix to do :) |
From: @thunderpwn (thunder) |
From: @IR4T4 (IR4T4) I've had a look at this again and figured out why q3/ET fog wasn't visible in general. This has been fixed. {FIXME}
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From: @IR4T4 (IR4T4) |
From: @IR4T4 (IR4T4) Re-opened. Fog needs some optimizations see baserace or radar. |
From: @IR4T4 (IR4T4) {FIXME} |
From: @IR4T4 (IR4T4) Fog has been reworked (should be fine for a release) but it's still WIP. |
From: @IR4T4 (IR4T4) {FIXME}
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From: @thunderpwn (thunder) still need to get both fogs on the maps loaded with shader only |
From: @thunderpwn (thunder) cant fix that maps issues atm.. |
Author: @IR4T4 (IR4T4)
Date: 2014-08-02
Redmine Issue: 553, https://dev.etlegacy.com/issues/553
As the title says - fog doesn't work.
Affected maps (f.e.):
Actually q3 and ET use different foq code! Vanilla ET/r1 don't use the fogTable. This has been removed with http://dev.etlegacy.com/projects/etlegacy/repository/revisions/4e5eba5b3977847342143350f0603514a495d3b9
I did try to add the q3 style for r1 but I wasn't able to adjust the density of foq to 'known ET' style fog. See attached images. Unfortunately I didn't do a screeny of a wide sight - the range of view is very short (max 1024 game units).
Related commit(s):
f0633a9 - renderer2: q3/ET fog enabled refs 553
d6e4020 - renderer2: read all available submodel data from b..
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