46 lines
1.5 KiB
HTML
46 lines
1.5 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
|
|
|
<html>
|
|
<head>
|
|
<title>Fog</title>
|
|
<link href="style.css" rel="stylesheet" type="text/css">
|
|
</head>
|
|
<body background="images/back.gif">
|
|
|
|
<!--START-->
|
|
|
|
<h3>Fog</h3>
|
|
|
|
Fog can be used in 3D games to make objects in the distance look blurred or even disappear.
|
|
This helps in creating atmosphere and it makes it possible to not draw objects that are
|
|
far away. To enable or disable fog use the following function:
|
|
|
|
<p>
|
|
<blockquote>
|
|
<tt><b>d3d_set_fog(enable,color,start,end)</b></tt>
|
|
Enables or disables the use of fog. <tt>color</tt> indicates the fog color.
|
|
<tt>start</tt> indicates the distance at which fog must start. <tt>end</tt>
|
|
indicates the distance at which fog is maximal and nothing can be seen anymore.<br>
|
|
</blockquote>
|
|
|
|
<p>
|
|
To better understand what is happening, there are actually two types of fog, table based fog
|
|
and vertex based fog. The first type calculates fog values on a pixel basis. The second type
|
|
calculates the fog value for each vertex and then interpolates these. The first type is better
|
|
but not always supported. <i>Game Maker</i> tries to use table based fog when supported and
|
|
otherwise uses vertex based fog (unless no fog is supported). Note that certain graphics
|
|
card indicate that they can handle table based fog but offer the user the possibility to
|
|
switch this off in the advanced display settings. In this case the result might be a black
|
|
screen!
|
|
|
|
|
|
<!--END-->
|
|
|
|
</body>
|
|
</html>
|
|
|
|
<!-- KEYWORDS
|
|
fog
|
|
|
|
d3d_set_fog()
|
|
--> |