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Fog is fully implemented now. The only feature missing in comparison with most other engines is interpolation between different fog settings, but the only property of the fog that can actually be interpolated is the density; the colors can't be interpolated without generating lots of intermediate fog fading tables, which would consume much more disk space.

The fog density falloff doesn't match the falloff of the fog in other Quake engines, which may be a bit of a turnoff for some mappers, but I haven't heard any opinions yet.

The focus for now will be on fixing bugs. This engine is crashing a lot more often than it should, and some features such as depth textures are also causing crashes. I have to improve Retroquad's stability a lot more before multicore rendering is implemented.

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