On Wed, Feb 16, 2000 at 03:30:11PM -0700, Brian Paul wrote:
> In src/matrix.c you'll find the sources for glOrtho() and glFrustum().
> They simply build a 4x4 matrix and multiply it with the current
> (projection) matrix.
Thanks.
> Hmmm, I'm not sure what the implications of using fog in this
> scenario are. I've never dealt with this.
Yes, it's interesting because the render path is so different than
Quake3's. It's also bad because it's an untested path in Mesa. And I
guess that's good because it shakes out little bugs like this :).
> Well, I fixed a bug in the FX driver whereby changes to fog GL_START
> and GL_END weren't being caught by the driver. I haven't checked in
Great.
> the change yet.
I know, after your last message I eagerly ran and updated my 3.2 and
3.3 repositoies...
> matrix that all the w coords in the FX driver are 1. This is correct,
> according to the OpenGL spec. The problem is Glide uses the W coordinate
Ah. I gues I should stop futzing around in fxvsetup.[ch], then?
> to compute fog. It looks like we'll have to stash a scaled/biased?
> version of the Z coord into the W coord when using an ortho projection
> in order to make fog work.
>
> I'll look into this.
I very much appreciate this.
> d = projectionMatrix[14] = -(far + near) / (far - near) where
> near and far are the parameters given to glOrtho.
> If you're setting near=0 and far=1 then d should be -1.
> If that's not the case, something is very wrong somewhere.
I believe this may have been becuase my Ortho() was set to -1/1
before. I have now "corrected" it to 0/1.0, and the problem
disappeared.
m.
--
Programmer "I wrote a song about dental floss,
Loki Entertainment Software but did anyone's teeth get cleaner?"
http://lokigames.com/~briareos/ - Frank Zappa, re: the PMRC
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