> 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

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