Quake 3 like FOG ???

Have you seen the Fog in Quake 3 ?
I looked at the fog-tutorial at NeHe but there is only “OVER-ALL” fog.

You can only set the depth of the fog.

But how to set the dimensions of the area where the fog should be ???

Can anybody help me ?

Thanks,
StryX

you have to calculate it on your own. GL_EXT_fog_coord or how ever called could help, you can set like that a per vertex value how deep you are in the fog.

q3a doesnt use fogcoord it uses textures to simulate fog, theres at least 6 ways ‘volumteric fog’ can be done
some easy + some not (which usually give the best results )
have a serach on the net for ‘volumteric fog’

Should that mean, that Q3 Fog is done like this ??:

MAP IN SIDE VIEW:
=… is a blended fog texture
/ - … is terrain

. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
=====/#########======================/###
====/###########====================/####
/#############_
__________/#######

But What happens if the camera is between two fog textures and looks at a wall ?
Then there is no fog ?

How can I solve this problem ?

[This message has been edited by stryx (edited 03-24-2002).]

one method is to draw the fog polygon OVER the wall polygon like what i do here http://uk.geocities.com/sloppyturds/volfog3.jpg

Says the page is unavailable

ThinIce, copy and paste the link in your browser.

[This message has been edited by DFrey (edited 03-24-2002).]

wow, cool! Thats amazing! Where did you learn to do stuff like that, if your don’t mind my asking?