More modular fog system?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
Contact:

More modular fog system?

Post by Tyn »

Hey all

I was tinkering with fog the other day and I discovered that because of the way you activate fog on a node by node basis, it makes a very good fog of war. What I would like is a system where I can apply a different instance of fog to a specific node. For example, I may have an almost totally opaque fog for tiles unvisited, no fog for area's that a unit can see and semi-opaque fog for tiles that have been visited but not in current view. Does anyone know of a way of extending the engine to do this, or failing that is it something you could add Niko?
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
Contact:

Post by niko »

I already thought about adding some fog parameters into the SMaterial structure, so you can specify a different fog per scene node / mesh buffer. But I am not sure if this would be good..
Post Reply