•Another
application of blending
•Use
distance-dependent (z) blending
–Linear
dependence: depth cueing effect
–Exponential
dependence: fog effect
–This
is not a physically-based model
–
–
–
–
•[Example: Fog
Tutor]
GLfloat fcolor[4] = {...};
glEnable(GL_FOG);
glFogf(GL_FOG_MODE; GL_EXP);
glFogf(GL_FOG_DENSITY, 0.5);
glFogfv(GL_FOG_COLOR, fcolor);