by mankrip » Wed Aug 07, 2013 11:40 pm
Because it should be the fastest method; get the entity's distance from the screen (which is already calculated by the depth sorting algorithm used for alpha blending), use the value to generate/select a tinted color shading map, and it's done. If multiple color shading maps are pre-generated for this, the impact on the rendering performance should be virtually zero. And unlike post-processed fog, this would also work properly on alpha blended entities.
I'd have to test it before deciding whether to use this solution, though.
Fog is a feature that requires an awful lot of testing and tweaking, don't help to speed up the content creation process (for mods or stand-alone games), and is also not a feature of the original Quake game, so it is something I don't feel inclined to work on. But I'm aware it's something that will be needed if I get serious about supporting community-made maps.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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