[ Converted text/html to text/plain ] 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 ------------------------------------------------------------------------------ Get your FREE download of MSN Explorer at http://explorer.msn.com[2]. ===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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

