Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (407)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  multiple fog nodes  (Read 554 times)
0 Members and 1 Guest are viewing this topic.
CharlesPonzi
Guest
« Posted 2004-12-30 23:58:19 »

I have a scene graph that has a root "world" TreeObject and possibly several children TreeObjects. Each TreeObject includes a BranchGroup and
TransformGroup. Each TreeObject can have a separate translation/rotation and scale applied to it. Note: a TreeObject is _my_ construct.

I have to support transparent switching between parallel and perspecive views. So to get the effect of zooming, I scale instead of translating in z. This keeps the code simpler. (comments?)

I need to add depth cueing and as far as I know, fog is a common way of doing it. Other suggestions are welcome. I have tried pointlight and it seems to have the same issues as fog. Spotlight also seems to have the same issues.

I prefer LinearFog: Exponential fog is less desirable, but acceptable. The contrast for each TreeObject should be optimal: i.e. the front and
back of each TreeObject must be as bright (least fogged) and as dark (most fogged) as possible. In my opinion, this forces us to have multiple fog nodes, one per each TreeObject. Different sizes and shaped for different TreeObjects force this restriction.

The other requirement is that each point on each TreeObject should have the same visibility based on fog whether it is scaled or not.

As far as I know, fog equations work in physical eye coordinates, not in the local coordinates of the TreeObject. If the fog equations work in local coorindates of the TreeObject, fog would be correctly applied in terms of what I want: -
In my application, zooming is implemented by scaling. This has a side effect of making a point behind the center go even further away in terms of eye coordinates, thus causing fog to get thicker. The point in question seems to be getting closer visually because everything gets bigger when you scale; yet it gets murkier because of fog. This effect is visually weird.

Because fog is calculated in physical eye coordinates, I now need compensating logic to undo the conversion to the physical coordinate world.
The compensation would be such that the end effect would be as if the fog equations use TreeObject-local coordinates.

Do you know how to go about doing the compensation? Specifically, what transform(s) should I use to convert: (scale and/or translate) from the virtual world coordinate system to the physical eye coordinate system? I know how to get from my local coordinate system to the virtual world system, but how do I crossover to the physical coordinates system?

Do you know of any helper classes that returns these transformations? I have heard of a ViewInfo object, but I am not sure how to use it and where to get it from. Also, while we are at it, do you know what the co-existence coordinate system is? It seems to be an intermediary coordinate system between the physical world and the virtual world.

Links to good sites/books that talk in detail about these things would also be useful. I suppose these things are similar/exactly the same in
OpenGL (DirectX ???) and any book that describes those would also do?
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (88 views)
2013-05-17 21:29:12

alaslipknot (96 views)
2013-05-16 21:24:48

gouessej (128 views)
2013-05-16 00:53:38

gouessej (123 views)
2013-05-16 00:17:58

theagentd (131 views)
2013-05-15 15:01:13

theagentd (119 views)
2013-05-15 15:00:54

StreetDoggy (161 views)
2013-05-14 15:56:26

kutucuk (184 views)
2013-05-12 17:10:36

kutucuk (185 views)
2013-05-12 15:36:09

UnluckyDevil (191 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.061 seconds with 21 queries.