Heh funny to see this thread again. In modern games/graphics, I'm not
sure, but is fog typically done at the shader level on a per fragment
basis and is that why away3d 3.0+ provided a fast approximation to fog
with planes(via fog filter)?

If you use the depth shader on everything but the skybox, I think it
is equivalent to having a working fogfilter + skybox. The only problem
is it seems that the depth shader in 3.6 only works with bitmap
materials.

On Apr 13, 6:51 am, Fabrice3D <[email protected]> wrote:
> yes, but you will always get a "deeper" fog at corners of the cube, because 
> distance from camera is greater.
> that's why when using cubical enviro, I would tend to use nested cubes with 
> the fog info rather than a linear one.
>
> Fabrice
>
> On Apr 13, 2011, at 2:47 PM, Jerome wrote:
>
>
>
>
>
>
>
> > I believe the root of the issue is that a Skybox in Away3D 3.x/Lite is
> > regular geometry (a cube) and 800000 units in size. So the fog would
> > cull/ignore these triangles are they are beyond the fog's distance,
> > right?
>
> > In Away3D Lite the size parameter has been made public so that you can
> > tweak that. I Away3D 3.x, you could try to create a custom skybox
> > (duplicate the Away3D class you are using, rename it and change the
> > following code in the constructor:
>
> > var width:Number = 800000;
> > var height:Number = 800000;
> > var depth:Number = 800000;
>
> > to something lesser than the fog distance. That might solve the issue
> > and avoid using two scenes. I created 2 custom classes based on Skybox
> > and Skybox6 that you can drop in your project:
> >http://dl.dropbox.com/u/6252277/away3D/list/custom_skyboxes.zip
>
> > Both take an extra optional constructor argument size. Let's hope that
> > works!
>
> > Cheers,
>
> > J.
>
> > On Apr 13, 7:50 am, Julien <[email protected]> wrote:
> >> Hi, i found an interesting post to solve the issue of Fog filter +
> >> Skybox, but i can't make it work.
> >> This was the post 
> >> :http://groups.google.com/group/away3d-dev/browse_thread/thread/6476c6...
>
> >> Fabrice3D said "
> >> these are good ideas...
> >> for the skybox/fog issue,
> >> if you place it in a dedicated scene, you can then have both fog and
> >> skybox... "
>
> >> I already tried to place them in a dedicated scene, also tried to add
> >> owncanvas = true on the scene that contain the fog, but it looks like
> >> the fog still occupy the whole screen.
>
> >> Any work around ?

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