fogvertex man page on IRIX

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fogvertex(3G)							 fogvertex(3G)

NAME
     fogvertex - specify atmospheric fogging effects

C SPECIFICATION
     void fogvertex(long mode, float params[])

PARAMETERS
     mode     expects one of eight valid symbolic constants:

	      FG_VTX_EXP:  FG_PIX_EXP:	interpret params as a specification
	      for fog density and color.  These modes are suited to simulate
	      heavy fog.

	      FG_VTX_EXP2:  FG_PIX_EXP2:  interpret params as a specification
	      for fog density and color.  These modes are suited to simulate
	      distant haze.

	      FG_VTX_LIN:  FG_PIX_LIN:	interpret params as a specification
	      for eye space distance to start of fog, eye space distance at
	      which fully fogged, and fog color.  These modes can be used as a
	      more versatile alternative to depthcue:

	      FG_ON:  enable the previously defined fog calculation.

	      FG_OFF:  disable fog calculations. (default)

     params   Expects an array of floats containing value settings.  For
	      FG_VTX_EXP, FG_PIX_EXP, FG_VTX_EXP2, and FG_PIX_EXP2 four floats
	      are expected.  They are density, red, green, and blue.  density
	      specifies the (thickness) of the fog (or haze).  A value of 0.0
	      results in no fog.  Increasing positive values result in fog of
	      increasing density.  Values are normalized such that a density
	      of 1.0 results in the fog becoming completely opaque at a
	      distance of 1.0 in eye-coordinates.  For FG_VTX_LIN and
	      FG_PIX_LIN five floats are expected.  They are eye space
	      distance to start of fog, eye space distance at which fog is
	      completely opaque, red, green, and blue.	The colors are
	      specified in the range 0.0 through 1.0.  The specified contents
	      of params are insignificant when mode is FG_ON, or FG_OFF.

DESCRIPTION
     The effects of fog on shading are simulated by blending computed object
     colors into the specified fog color. shademodel is ignored during
     fogging.

     Calculation of the blend factor for:

     FG_VTX_EXP:

	  fog = e ** (5.5*density*Zeye)
	  fog is computed at each vertex of the primitive

									Page 1

fogvertex(3G)							 fogvertex(3G)

     FG_PIX_EXP:

	  fog = e ** (5.5*density*Zeye)
	  fog is computed at each pixel of the primitive

     FG_VTX_EXP2:

	  fog = e ** (-5.5*(density*Zeye) ** 2)
	  fog is computed at each vertex of the primitive

     FG_PIX_EXP2:

	  fog = e ** (-5.5*(density*Zeye) ** 2)
	  fog is computed at each pixel of the primitive

     FG_VTX_LIN:

	  fog = (end_fog + Zeye)/(end_fog - start_fog)
	  fog is computed at each vertex of the primitive

     FG_PIX_LIN:

	  fog = (end_fog + Zeye)/(end_fog - start_fog)
	  fog is computed at each pixel of the primitive

     Where:

     Zeye	 is the Z coordinate in eye space (always negative).

     density	 is the fog density.

     fog	 is the computed fog blending factor, ranging from 0 to 1.

     start_fog	 is the eye-space distance at which fog effect begins.

     end_fog	 is the eye-space distance at which fog is opaque.

     The pixel color/fog color blend is done with the following equation:

	  C = Cp*fog + Cf*(1.0-fog)

     Where:

     fog   is the computed fog blending factor, ranging from 0 to 1.

									Page 2

fogvertex(3G)							 fogvertex(3G)

     C	   is the resulting color component (red, green, or blue).

     Cp	   is the incoming pixel color, already either Gouraud or flat shaded,
	   and textured.

     Cf	   is the fog color component as specified by the fog definition

     Eye-coordinates exist between ModelView transformation and Projection
     transformation (see mmode).  This space is right-handed, so visible
     vertices always have negative Z coordinates.  Thus the fog equation
     always raises e to a negative power.

     In all cases (including ortho) the viewer is considered to be at location
     0,0,0, looking down the negative z axis.

SEE ALSO
     gRGBcolor, mmode

NOTES
     IRIS-4D G, GT, GTX, and the Personal Iris models do not support any fog
     options. IRIS Entry, Indy, XL, XS, XS24, XZ, Elan, Extreme, and VGX
     systems do not support the per pixel fog modes, FG_PIX_EXP, FG_PIX_EXP2,
     and FG_PIX_LIN, while the VGXT and SkyWriter support all fog options.
     Use getgdesc(GD_FOGVERTEX) to determine whether fog support is available.

     Fog only works for mmode(MVIEWING).

     For FG_PIX_EXP, FG_PIX_EXP2, and FG_PIX_LIN, to maximize the accuracy of
     the fog, minimize the ratio of the distance to the far clipping plane
     over the distance to the near clipping plane.  In addition, maximize the
     lsetdepth range.

     The results of fog calculations are defined only while in RGB mode.

									Page 3

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