I know from experience that the TriAPI fog used in DMC does NOT work in SW or D3D. You can have "fake" fog in these modes, but not the TriAPI fog.
Daniel Koppes wrote: > I think TriAPI works in ALL render modes... because its basically an > OpenGL/Direct3D/software wrapper... > > At 00:30 16/01/2003, you wrote: > > > Maybe I just need to check out the fog in the Spirit source code...? > > > >I recommend basing your entire mod on SoH :) I recently started a rewrite > >of my > >mod and based it on SoH and SDK2.3. It was fairly easy to merge. > > > >Fog seems easy enough, it is part of the tri API, > >gEngfuncs.pTriAPI->Fog(...), all > >you need is the logic to decide if it is on or off, and colour etc. > > > >Remember that fog only works in OGL, not DD or Software mode. > > > >SoH rocks, thanks Laurie :) Valve should incorporate SoH in to the SDK, > >I'm sure > >Laurie won't mind :} > > > >Wonder if there is much of a future as a SoH pimp? ;) > > > >Jeff "Codiac" Fearn > >----------------------------------------------------------------- > >Lead Coder, Web Master, Server Administrator for SWARM > >http://swarm.edgegaming.com > >----------------------------------------------------------------- > > > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > >please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ---------- > Programmer and Modeller for <http://pokemod.fragoff.net/>The > <http://pokemod.fragoff.net/>Pokemod > > ---------- > > _______________________________________________ > 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

