OK, since no one discussed it, here is the explanation as to why the High Quality Viewport does not implement depth cut/fog.
The fog parameter in the display setting is an OpenGL 1.x feature, "glFog". Like all old OpenGL features, "fixed pipeline" stuff, it is not implemented with fragment shaders. When you use fragment shaders, the shader must implement *everything*, lighting/shading/texturing. If it were to be fog, than it's up to that shader to implement that. When you switch to any real time shader viewport in Softimage, fog ceases to work, because it's no longer the opengl fixed pipeline driving this stuff, it's your render tree. Now, what is the HQV? It's not an OpenGL 1.x emulator, it's your render tree compiled as realtime shader format with MetaSL. When you draw a render region there is no fog. The "phong" in Softimage/Mental Ray does not have a fog parameter. So what you need to do is to make a render tree that implements that fog shading. On Mon, Dec 2, 2013 at 4:54 AM, olivier jeannel <[email protected]> wrote: > Joke aside, > I'm consulted for WebGL aplication. I just wanted to rough-up a scene > (which has to include fog and normal maps) in XSI to kind of make a fast > preview and set some lighting /ambient. > It's completly useless here...

