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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