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> HalfLife 2: Episode 2 has mist in one section. Looks really impressive...
> until it intersects something.
The quick way to get around that is to compare the depth value of the mist
you are about to render with the depth value behind, the closer they are
together the more transparent you make the mist. That way there is no
visible hard edge with the existing geometry. It's a hack of course, but it
looks a million times better than the hard edges, and doesn't draw your
attention immediately to "artifact". There is an example in the DirectX SDK
on this exact thing where you can toggle between different rendering
methods.
> Mind you, POV-Ray has the exact same problem, until you turn the settings
> up so high that it takes 82+ hours to render a single frame...
But at least you'll be sure it is 100% physically correct, ermmm no hang on
you'll need MCPOV for that, so make it 820+ hours for a single frame :-)
And don't even mention the time needed to tweak all the mist, dof and
lighting parameters to get it looking right...
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