Fog currently uses the max of the vertical and horizontal view distances, meaning that edges of the loaded world may not have any fog applied if one is much greater than the other.
We might want to investigate alternative approaches to fog rendering so that the edges of the world look smoother in these cases.
Fog currently uses the max of the vertical and horizontal view distances, meaning that edges of the loaded world may not have any fog applied if one is much greater than the other.
We might want to investigate alternative approaches to fog rendering so that the edges of the world look smoother in these cases.