http://wiki.polycount.com/w/index.php?title=Fog&feed=atom&action=historyFog - Revision history2024-03-29T02:37:05ZRevision history for this page on the wikiMediaWiki 1.23.2http://wiki.polycount.com/w/index.php?title=Fog&diff=6021&oldid=prevEricChadwick: Moving content out of the overly-large Glossary page and back into individual pages2015-03-17T18:22:03Z<p>Moving content out of the overly-large Glossary page and back into individual pages</p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:22, 17 March 2015</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">#REDIRECT </del>[[<del class="diffchange diffchange-inline">Glossary#</del>Fog]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[<ins class="diffchange diffchange-inline">image:fog_turok.gif|left]] </ins>Fog <ins class="diffchange diffchange-inline">makes objects become more and more the same color as they recede into the distance. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">This is similar to real fog, except that game fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it. </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Heavy fogging in a game is used to disguise the far [[ClippingPlane|clipping plane]], as here in the game Turok. In fact, you can see the polygons being clipped, just behind the monster's head. This fog isn't done well, instead it should completely hide the clipping plane. Besides, heavy-fogging is generally looked down upon, because it shortens the distance you can see enemies. </ins></div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">In some of the newer [[:Category:GameEngines|game engines]], volume fog and ground fog are supported, where the fog is localized to a specific area, which is closer to the behavior of real fog.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline"><br clear="all"/></ins></div></td></tr>
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</table>EricChadwickhttp://wiki.polycount.com/w/index.php?title=Fog&diff=5162&oldid=prevCaustic: Redirected page to Glossary#Fog2014-10-10T01:35:55Z<p>Redirected page to <a href="/wiki/Glossary#Fog" class="mw-redirect" title="Glossary">Glossary#Fog</a></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 01:35, 10 October 2014</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">Objects in the [[RT3D]] scene become more and more the same color as they recede into the distance. This is similar to real fog, except that RT3D fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it. Heavy fogging in RT3D is used to disguise the far [[ClippingPlane|clipping plane]], as shown at right in the game Turok. In fact, you can see the polygons being clipped, just behind the monster's head. This fog isn't done well-- it should completely hide the clipping plane. Besides, heavy-fogging is generally looked down upon, because it shortens the distance you can see enemies. </del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">In some of the newer [[Engine|engines]], volume fog and ground fog are supported, where the fog is localized to a specific area, which is closer to the behavior of real fog.</del></div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></div></td></tr>
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</table>Caustichttp://wiki.polycount.com/w/index.php?title=Fog&diff=2024&oldid=prevCheeseplus: 1 revision2014-07-29T08:43:33Z<p>1 revision</p>
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<td colspan='1' style="background-color: white; color:black; text-align: center;">Revision as of 08:43, 29 July 2014</td>
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</td></tr></table>Cheeseplushttp://wiki.polycount.com/w/index.php?title=Fog&diff=2023&oldid=prevBrandonPhoenix: created fog page2010-08-12T21:15:24Z<p>created fog page</p>
<p><b>New page</b></p><div>__NOTOC__<br />
{{:[[OutOfDate]]}}<br />
<br />
= Fog =<br />
<br />
Objects in the [[RT3D]] scene become more and more the same color as they recede into the distance. This is similar to real fog, except that RT3D fog is a perfect gradient, whereas real fog usually has some wispy uneveness to it. Heavy fogging in RT3D is used to disguise the far [[ClippingPlane|clipping plane]], as shown at right in the game Turok. In fact, you can see the polygons being clipped, just behind the monster's head. This fog isn't done well-- it should completely hide the clipping plane. Besides, heavy-fogging is generally looked down upon, because it shortens the distance you can see enemies. <br />
<br />
In some of the newer [[Engine|engines]], volume fog and ground fog are supported, where the fog is localized to a specific area, which is closer to the behavior of real fog.<br />
----<br />
[[Category:Glossary]]</div>BrandonPhoenix