Thats rad eric, and looking at that drawing, going w/ something that is more birdlike instead of reptilian / dragony is seriously cool (: It's definitely a lot less cliche too and has more depth. I'll put that up on the wiki under a concept art section. Totally awesome eric, that rules On Sat, May 1, 2010 at 2:43 PM, eric drewes <figarus@xxxxxxxxx> wrote: > its my opinion half of 3d is illusion... doesn't break anything for me :) > it looks great > > > On Sat, May 1, 2010 at 5:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> I'm going to break the illusion for you haha >> >> all the shader does is paint the pixels to look as though they are in fog. >> >> if you look in this screenshot you can see that when you are down in the >> fog, it isnt that you are actually "in fog", but that the polygons are just >> painted white (; >> >> kinda funny isn't it? >> >> So this would work for the overworld portion of our game, and down on the >> ground in first person, but you couldnt have a valley filled with fog that >> the player could walk into, it would totally break the illusion when the >> camera got into the "fog" and things didnt actually get hazy hehe >> >> >> On Sat, May 1, 2010 at 2:26 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> this looks sick >>> >>> >>> On Sat, May 1, 2010 at 5:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >>> >>>> i was playin around with makin some fog via shaders, check these out... >>>> >>>> >>>> On Sat, May 1, 2010 at 12:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> Here's some screenshots to show the shader in action. It could use >>>>> some tweaks but it's just a proof of concept for one possible way of >>>>> rendering our terrain (it's using 3 different textures for 3 different >>>>> elevation zones) >>>>> >>>> >>>> >>> >> >