Reply 500 of 612, by leileilol
- Rank
- l33t++
All the fog in Quake3 - in case anyone attempts it, is an alpha blended texture projection that only looks like fog. It's kind of a vertex fog. I don't think any table setting will mean anything to it as it's intentionally intended to look consistent down to GL1.1 compliance. If its rendering messes up, then there's probably bigger problems with the GPU...
Some licensees may have implemented other fog techniques(i.e. RTCW has nVidia 'distance fog' use)
Similar goes for UnrealEngine's "volumetriclights" or "fog balls" as they're real-time software calculated textures overlaid on polys.