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We need access to the D3D Device object, as well as be able to check if the
user is in D3D mode.  Then we could do something like this ->

g_pDevice->SetRenderState(D3DRS_FOGENABLE, TRUE);

And get our fog enabled.  With the device, we could also set up different fog
modes, colors, etc.  Otherwise there needs to be some sort of abstract
interface we can use in the SDK to enable fog and let the engine handle the
details.  That's something like what is in there now, but it only works with
OGL.

Here's a random link:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/VertexFog.asp[1]
>From: "Mazor"
>Reply-To: [EMAIL PROTECTED]
>To:
>Subject: RE: [hlcoders] No TriAPI fog in D3D?!
>Date: Tue, 14 May 2002 00:20:49 -0500
>
>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

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===References:===
  1. 
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/directx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/Fog/VertexFog.asp
  2. http://g.msn.com/1HM105401/44

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