scud fog and los position

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Re: scud fog and los position

Postby HarryTuttle » Sat Jan 13, 2018 1:49 pm

Ian wrote:Either there is a 1 frame lag between reading values and working out the depth value, or the hardware does a pre depth pass of all the geometry.

I believe that's the second, which would be useful also for transparent polygon sorting. I think it tests for any occluding geometry (which returns los value, with polygon bit noLosReturn unset) in that point. Then skips rendering a particular viewport or node. The fog itself is a viewport attribute and the lens flare is made of transparent textured quads.
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Re: scud fog and los position

Postby Ian » Sat Jan 13, 2018 1:59 pm

I totally forget about the no loss return poly attribute :) will do some testing with that.
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Re: scud fog and los position

Postby Ian » Tue Sep 25, 2018 4:43 am

HarryTuttle wrote:Ian, a little quiz for you: where did the red houses on the background go?


Probably the blend tables.. objects can fade out before the end of the scene. I'd like to figure this thing out, it's one of the last few remaining unemulated things.
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