Ticket: 12570
TECH:
Because we can set a fog color. And then let each vertex contain a value for how much this color is blended (not added) ontop of the other (texture pixel color, vertex color).
REASON/USE:
This is free in hardware as is a great way to “send” gfx back. Making layers in the background appear more real and fogged. Also great to use to add darkness to sprites/object. In contrast to tinting which multiply the color resulting in every pixel gets darker here we can say choose a dark blue fog color and in the end a fully fogged sprite will be totalt flat blue.
IMPLEMENTATION.
First we will need to be able to set the color of the fog. Because we can only have one color for all sprites (in comparising with tinting) this must be a specific parameters in the API.
for objects it should simply be:
object.fog = value [import]uid: 37802 topic_id: 22736 reply_id: 322736[/import]