Thanks for replies. I should’ve mentioned, that I know about it being open source, but had trouble finding a working download with it. I finally found it though. After having looked through the source, it seems that the algorith goes like this:
-pre render foggy textures depending on the players rotation
-clip objects that are not visible/switch them to less detailed versions with less polys(engines trait - less visible<=>less polys model version)
-render two quads of foggy texture in front of the player, which get closer depending on the speed, with alpha somehow calculated(I can’t figure that one out… maybe depending on Z-buffer?)
-if one of the quads went beyond the visibility point(too close), dispose of it, and create a new one further.
I might have overlooked something, or understood it wrong though… Is such algorithm even feasible? Are those quads the “billboards” you were talking about?
@k_szczech - by everything you mean adding a new texture to all objects?
What alghorithms should be used to get a good, realistic-looking fog effect?