On Thu, 4 Apr 2002 01:56:22 +0100
José Fonseca <[EMAIL PROTECTED]> wrote:

> On 2002.04.03 23:50 Sergey V. Udaltsov wrote:
> > > He!He!.. you missed!! It's a mix of variant 1 and 2..! :)
> > Cool. At least 1+2 is the answer (call it 5). Thanks.
> > 
> > > As Leif previously said is his reply, it can be done in hardware by
> > > messing the colors of the vertex to incorporate the fog (as software
> > Mesa
> > > used to do in 3.x) but it's non-conformant to the OpenGL spec.
> > What's the difference in Mesa 4? Is it better? Can it be done in HW?
> > Will this non-conformance cause visible problems on display?
> 
> In Mesa 3.x when fog was enabled the vertex colors were changed so that 
> the further away is the vertex more its color is nearer to the fog 
> background color. Since the colors are interpolated in the triangle this 
> gave the impression of fog.
> 
> But the OpenGL spec says that the fog color is calculated on a _pixel_ 
> basis and not on a _vertex_ basis. Indeed the result is different, 
> especially in long polygons that span from the front way to the back.


Actually I think it gives you scope to do either.  The issue with adding fog into the 
vertex colors is what happens when texturing is turned on - the vertex color may not 
even contribute to the color of the generated fragments.

Keith

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