Graphics: Difference between revisions

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:See [[BSL:Frustum_and_fog]] on how to alter fog using [[BSL]].
:See [[BSL:Frustum_and_fog]] on how to alter fog using [[BSL]].
:''In mid-to-late 1990s games, when processing power was not enough to render far viewing distances, clipping was employed. However, the effect could be very distracting since bits and pieces of [objects] would flicker in and out of view instantly; by applying a medium-ranged fog, the clipped polygons would fade in more realistically from the haze.'' — [[wp:Distance fog|"Distance fog"]], Wikipedia
:''In mid-to-late 1990s games, when processing power was not enough to render far viewing distances, clipping was employed. However, the effect could be very distracting since bits and pieces of [objects] would flicker in and out of view instantly; by applying a medium-ranged fog, the clipped polygons would fade in more realistically from the haze.'' — [[wp:Distance fog|"Distance fog"]], Wikipedia
:''For more technical information on fog and on frustum-based space (or whatever it's called), see [https://docs.microsoft.com/en-us/previous-versions//ms537113(v=vs.85)?redirectedfrom=MSDN here] and [https://docs.microsoft.com/en-us/windows/win32/direct3d9/pixel-fog?redirectedfrom=MSDN here] and [https://web.archive.org/web/20130520191527/http://cs.fit.edu/~wds/classes/graphics/PTOC/ptoc/ elsewhere].
:''For more technical information on fog and on frustum-based space (or whatever it's called), see [https://learn.microsoft.com/en-us/previous-versions/ms537113(v=vs.85)?redirectedfrom=MSDN here] and [https://learn.microsoft.com/en-us/windows/win32/direct3d9/pixel-fog?redirectedfrom=MSDN here] and [https://web.archive.org/web/20130520191527/http://cs.fit.edu/~wds/classes/graphics/PTOC/ptoc/ elsewhere].


The frustum (see below) defines a set of coordinates in which the near plane is at <tt>Z = 0</tt> and the far plane at <tt>Z = 1</tt> (<tt>X = -1</tt> and <tt>X = 1</tt> correspond to the left and right side of the frustum; the top and bottom of the frustum are planes with <tt>Y = -a</tt> and <tt>Y = a</tt>, with <tt>a</tt> the aspect ratio of the screen).
The frustum (see below) defines a set of coordinates in which the near plane is at <tt>Z = 0</tt> and the far plane at <tt>Z = 1</tt> (<tt>X = -1</tt> and <tt>X = 1</tt> correspond to the left and right side of the frustum; the top and bottom of the frustum are planes with <tt>Y = -a</tt> and <tt>Y = a</tt>, with <tt>a</tt> the aspect ratio of the screen).