Thank you all.
Ross C:
I already use fog in planet's environment and I disabled the fog FX for the skydome. I think it will be very difficult to transform from one fog (I mean this one on planet's surface) to another (nearly the top of skydome).
Rob:
Thanks for the code but unfortunately I can't use a second camera with Cls Mode set to False because in this case AShadow lib cannot cast any shadows. In any case I'll think this solution again because I don't need any shadows during transition from planet's atmosphere to space...
My last thought is to use a black colored sprite front of the camera playing with its alpha and then make a call of RenderEntity function (Fast Extension) only for those meshes I don't want to fade.
Ross C:
I already use fog in planet's environment and I disabled the fog FX for the skydome. I think it will be very difficult to transform from one fog (I mean this one on planet's surface) to another (nearly the top of skydome).
Rob:
Thanks for the code but unfortunately I can't use a second camera with Cls Mode set to False because in this case AShadow lib cannot cast any shadows. In any case I'll think this solution again because I don't need any shadows during transition from planet's atmosphere to space...
My last thought is to use a black colored sprite front of the camera playing with its alpha and then make a call of RenderEntity function (Fast Extension) only for those meshes I don't want to fade.