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 ?
