> He!He!.. you missed!! It's a mix of variant 1 and 2..! :) Cool. At least 1+2 is the answer (call it 5). Thanks.
> As Leif previously said is his reply, it can be done in hardware by > messing the colors of the vertex to incorporate the fog (as software Mesa > used to do in 3.x) but it's non-conformant to the OpenGL spec. What's the difference in Mesa 4? Is it better? Can it be done in HW? Will this non-conformance cause visible problems on display? > So the solution found is to do it either like this or by software > depending of the value of a environment var. Cool! And the default version will be HW-based non-conformant, won't it? > As you can guess implementing this is not a high priority. I see. > Well, CPU power does matter if the user is inclined to choose the > conformant way and do software fallback. If it's just one envvar - this solution will satisfy any user (except for one who want GeForce performance for the price of Mach64:). > The fact that the mach64 driver needs several software fallbacks to be > really OpenGL conformant is one of the reasons for my interest in > improving the Mesa sw rendering. (Which I must correct you, was the _real_ > start of the thread :) You're right. I missed the start. And quality SW rendering is still very important issue. BTW, I can seriously recommend 3ddesktop as a test tool. It supports several effects (blending, textures, etc. with on/off switching) so its behavior could give a lot of hints to the developers. Cheers, Sergey _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel