FOG where it should not

stealth977

08-02-2009 11:18:25

Hi, I am trying to integrate caelum in to my scene builder application, initialization and update are as following:


bool CCaelumEditor::CreateSky(Ogre::SceneManager *mngr, Ogre::Camera *cam)
{
Caelum::CaelumSystem::CaelumComponent componentMask;
componentMask = static_cast<Caelum::CaelumSystem::CaelumComponent> (
Caelum::CaelumSystem::CAELUM_COMPONENT_SUN |
Caelum::CaelumSystem::CAELUM_COMPONENT_MOON |
Caelum::CaelumSystem::CAELUM_COMPONENT_SKY_DOME |
Caelum::CaelumSystem::CAELUM_COMPONENT_POINT_STARFIELD |
Caelum::CaelumSystem::CAELUM_COMPONENT_CLOUDS |
0);

m_Handle = new Caelum::CaelumSystem(Ogre::Root::getSingletonPtr(), mngr,componentMask);
m_Handle->notifyCameraChanged(cam);
return true;
}

bool CCaelumEditor::Update(float timePassed)
{
if(!m_Handle) return false;
m_Handle->updateSubcomponents(timePassed);
m_Handle->notifyCameraChanged(m_SCBEditorRoot->GetCamera());
return false;
}


Now if I call m_Handle->updateSubcomponents() in Update() function I get a strange ground fog as below, but I did not enable any fog!!!! Update() is called from frameStarted() btw....
[attachment=0]caelumfog.png[/attachment]

Stealth,

guru

08-02-2009 15:04:13

maybe this helps:
you can disable it entirely by setManageSceneFog(false). It's enabled by default because it's always been enabled by default.

stealth977

08-02-2009 15:31:55

maybe this helps:
you can disable it entirely by setManageSceneFog(false). It's enabled by default because it's always been enabled by default.


It helped a lot. Thank you very much :)