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 > > >_______________________________________________ >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
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