RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Tony \omega\ Sergi
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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Alfred Reynolds
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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Pat Magnan
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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Tony \omega\ Sergi
-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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Pat Magnan
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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Tony \omega\ Sergi
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