   Help with Vertex Fog issues.
  I am currently trying to implement FOG for my directX based application.I tried implementing Vertex Fog, but am facing an issue with it.My ground plane is a single rectagular large plane and the vertex fog seems to paint it completely white. Check the image out below: http://img195.imageshack.us/img195/5395/19523661.jpgIt is probably because the ground plane is made of only 4 corner vertices and has no vertex inbetween.Please suggest what to do, or is it better to use some other type of Fog.Any suggestions on the type of fog would be great help/Also why is the empty area not getting filled, ( the blue section) is it because it has no vertex, in that case which type of fog would be useful for that.   
  Use per pixel fog, the ground plain, like you said, doesn't have the granularity for it to work well. Fog is so cheap to compute it really doesn't need to be done in a vertex shader anymore.As for the blue area. You can either draw a quad at the far plane. Or do the fog in a deferred pass. (Draw a full screen quad with a fog shader that samples the depth buffer created when you drew the scene)   ;Quote:Original post by Simon_RothUse per pixel fog, the ground plain, like you said, doesn't have the granularity for it to work well. Fog is so cheap to compute it really doesn't need to be done in a vertex shader anymore.Can u suggest me any links for the pixel fog, and if possible without the use of shaders..   ;  You should clear the background to be the fog color, instead of clearing it to be blue.The MSDN has a page on pixel fog.   ;Quote:Original post by duskndreamzQuote:Original post by Simon_RothUse per pixel fog, the ground plain, like you said, doesn't have the granularity for it to work well. Fog is so cheap to compute it really doesn't need to be done in a vertex shader anymore.Can u suggest me any links for the pixel fog, and if possible without the use of shaders..I personally don't know anything about dx/xna fixed function pipelines but its probably not possible without shaders I'm afraid.;Quote:Original post by Simon_RothQuote:Original post by duskndreamzQuote:Original post by Simon_RothUse per pixel fog, the ground plain, like you said, doesn't have the granularity for it to work well. Fog is so cheap to compute it really doesn't need to be done in a vertex shader anymore.Can u suggest me any links for the pixel fog, and if possible without the use of shaders..I personally don't know anything about dx/xna fixed function pipelines but its probably not possible without shaders I'm afraid.Thanks for the information, will try to read up more on it..   