http://bugs.freedesktop.org/show_bug.cgi?id=15731





--- Comment #3 from Roland Scheidegger <[EMAIL PROTECTED]>  2008-04-28 12:08:40 
PST ---
(In reply to comment #2)
> So it's a hardware limitation? In that case, sorry for wasting your time.
If you're talking per-vertex vs. per-pixel fog, both are possible as per GL
spec (though per-pixel is the more correct approach). The chip can't really do
per-pixel fog (it could do some table-based per-pixel fog but I believe it
doesn't really translate to GL, only D3D). In this case the results just happen
to be very different for per-pixel vs. per-vertex fog. I think that real world
apps would probably make some effort that results don't get that different.


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