Is it possible you could somehow not be in opengl mode? (I've not
checked to see if fog works for me or not via tri-api, I shall do that
and let you know my results when I finish what I'm working on at the
moment)
-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL
to follow up on Tony's email, fog will only work under OpenGL.
Tony omega Sergi wrote:
Is it possible you could somehow not be in opengl mode? (I've not
checked to see if fog works for me or not via tri-api, I shall do that
and let you know my results when I finish what I'm working on at the
I'm in open GL mode, our mod will kick you otherwise (because we had fog to
allow mappers to make bigger spaces and hide the rendering artifacts you
get if there's no fog blurring distant objects in HL) ;).
I just used opengl functions directly to render similar fog and it works
just fine. I still
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan
Sent: September 22, 2003 9:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TriAPI fog missing under steam?
At 06:24 PM 9/22/2003 -0500, you wrote:
Perhaps it's WHERE you are calling the TriAPI Fog
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan
Sent: September 22, 2003 9:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TriAPI fog missing under steam?
At 06:24 PM 9/22/2003 -0500, you wrote:
Perhaps it's WHERE you are calling the TriAPI Fog function. Where is
this
call taking place
PROTECTED]
Subject: RE: [hlcoders] TriAPI fog missing under steam?
Hmm, that is interesting (didn't know it was a toggle), because we are
calling it multiple times then (every time TransTriangles is called).
Doesn't it start at a point 'near' the player and extend out to the end
distance in all directions
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