Do you guys not understand my Q? I'm trying to code fog, so it works with people who don't have good OGL support on their cards. Is there a workaround for this?
Better?! -Mazor -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Chris 'Tal-N' Blane Sent: Monday, May 13, 2002 10:13 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] No TriAPI fog in D3D?! As i understand it the fog needed to be called directly from OpenGL function to avoid the errors created with sprites and entities using the additive render mode. I'd suggest getting a decent gfx card casue D3D and Glide and offically dead. ----- Original Message ----- From: Mazor <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, May 14, 2002 3:54 AM Subject: [hlcoders] No TriAPI fog in D3D?! > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I noticed they fixed the fog effect in HL1109, but it no longer works > in D3D.... is there a workaround for this, or is it perminantly like > that? > > -Mazor > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

