For sure black lines (maybe better to say: "black perspective triangles"?)
appears only when glutInitWindowSize() is any other but not squared (1:1)
and aspect ratio in glFrustum() is not calculated or not encircled with many
decimals like 1.333333333 or with f precison. If i use something like this
all is good:

 glFrustum(-1, 1, -1, 1, (GLfloat)(width)/(GLfloat)(height), 100);
 glutInitWindowSize( 640, 480 );

 or

 glFrustum(-1, 1, -1, 1, 1.3f, 100);
 glutInitWindowSize( 800, 600 );

 Who knows, maybe main problem is only because of 1:1 (glut?) window size.
-- 
View this message in context: 
http://www.nabble.com/demos-fogcoord-not-work-good-on-r200-%28black-lines%29-tp19252860p19290481.html
Sent from the mesa3d-dev mailing list archive at Nabble.com.


-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Mesa3d-dev mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to