Hmm, that is interesting (didn't know it was a toggle), because we are
calling it multiple times then (every time TransTriangles is called).
Doesn't it start at a point 'near' the player and extend out to the end
distance in all directions? Wouldn't that have to update each frame as the
view origin moves through space? Well, I know you generally know what
you're talking about so perhaps that does make sense ;).

However, this was originally done in the same way DMC does fog (it's DMC
fog code, with some checks for if you're in a spectator inset and drawing a
map overview, etc added -- removing them is no help so no it's not them).

DMC calls it the exactly same way I am, does it work there? The levels I
tried under steam don't seem to have fog... in fact:
http://sluggo.org/upload/p_se_30000.jpg

Doesn't have fog, yet if there's not supposed to be fog in this view, I'll
eat my hat... :p That's a shot of DMC running under steam (change the
extension to .bmp and get the original SS if you'd like).

I also took the fog code and put it into a clean SDK, and tried it, still
no fog... It still works just fine in standalone halflife with the same
code which is sort of disconcerting.

If anyone has it working with steam, I'd love to hear what I'm doing wrong,
and perhaps what DMC does wrong as well. I'll try your suggestion of only
calling it once (some sort of flag to toggle it once) omega, see what that
leads to..

At 09:45 PM 9/22/2003 -0400, you wrote:
I don't know if this has anything to do with it, but the only difference
between tri-api called fog, and direct opengl calls is that triapi is a
TOGGLE, don't call it multiple times, only when you turn it on or off;
but from within DrawTransTriangles.


-omega http://www.frontline2.com


-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan Sent: September 22, 2003 9:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] TriAPI fog missing under steam?



At 06:24 PM 9/22/2003 -0500, you wrote:
>Perhaps it's WHERE you are calling the TriAPI Fog function.  Where is
this
>call taking place in your client code (i.e. within what function)?

Could be, I call it from a function called by
HUD_DrawTransparentTriangles() just like several other things that are
still working.. very odd.

I'm going to try stripping out any check that could be causing a problem
for kicks, even though the one bool that says to draw fog or not is
always
1 when i print it just before calling the fog function.

I guess trying it in a plain old SDK alone would be instructive as well.

>Jeffrey "botman" Broome
>
>
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