Fog? #4292
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NoQ uploaded file |
NoQ uploaded file |
NoQ commented Jorzi's pine trees are free from this glitch because they don't use alpha on the textures! So if we agree to merge those, there's nothing else that blocks this patch(?) |
vexed changed blocking which not transferred by tractive |
vexed changed blockedby which not transferred by tractive |
vexed commented I don't recall the reason for removal, but, glFog() is deprecated these days... |
NoQ commented Sounds like an independent task. I'm not adding or removing any glFog() calls, just changing color from black to something else. |
Berserk Cyborg changed status from |
Berserk Cyborg changed resolution from `` to |
Berserk Cyborg commented Fog works again and has a function to change the color in the JS API. |
resolution_closed
type_patch (an actual patch, not a request for one)
| by NoQI don't remember whatever motivation was there for removing it, but it seems easy to bring it back.
The following patch brings back fog, sets its color to values found in the old campaign scripts, and exposes fog color to javascript for day-night stuff.
The only problem is, some models get their alpha-transparency broken. The only case i noticed is the new pine tree models. If anybody fixes that, probably even on the model side(?), maybe it's worth it to re-enable the fog?
If so, please review, as i'm not good with OpenGL stuff (we need something like
glClearColor()
to change the whole background color around the map, not only gl fog).Issue migrated from trac:4292 at 2022-04-16 11:50:17 -0700
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