So.... Direct3D..... Fog..... Nono? I'm trying to find out if its possible to do, like it was before....
-Mazor -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Daniel Koppes Sent: Tuesday, May 14, 2002 12:53 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] No TriAPI fog in D3D?! Maybe he means Device Context? (i think thats what its called)... ----- Original Message ----- From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, May 15, 2002 5:23 AM Subject: Re: [hlcoders] No TriAPI fog in D3D?! > DC? You mean DX? > > ----- Original Message ----- > From: "Yacketta, Ronald" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Tuesday, May 14, 2002 7:21 PM > Subject: RE: [hlcoders] No TriAPI fog in D3D?! > > > > I do not have source code at work etc, but was wondering does the HL > > SDK allow access to any DC? so one could do their own OpenGL/DirectX > > coding? > > > > -Ron > > > > > > -----Original Message----- > > From: Skyler York [mailto:[EMAIL PROTECTED]] > > Sent: Tuesday, May 14, 2002 13:16 > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] No TriAPI fog in D3D?! > > > > > > [ Converted text/html to text/plain ] > > > > We need access to the D3D Device object, as well as be able to check > > if > the > > user is in D3D mode. Then we could do something like this -> > > > > g_pDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); > > > > And get our fog enabled. With the device, we could also set up different > > fog > > modes, colors, etc. Otherwise there needs to be some sort of > > abstract interface we can use in the SDK to enable fog and let the > > engine handle > the > > details. That's something like what is in there now, but it only > > works > with > > OGL. > > > > Here's a random link: > > > > > http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/d irec > > > tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/F og/V > > ertexFog.asp[1] > > >From: "Mazor" > > >Reply-To: [EMAIL PROTECTED] > > >To: > > >Subject: RE: [hlcoders] No TriAPI fog in D3D?! > > >Date: Tue, 14 May 2002 00:20:49 -0500 > > > > > >Do you guys not understand my Q? > > > > > >I'm trying to code fog, so it works with people who don't have good > > >OGL support on their cards. Is there a workaround for this? > > > > > >Better?! > > > > > >-Mazor > > > > ---------------------------------------------------------------------- > ---- > -- > > -- > > Get your FREE download of MSN Explorer at > > http://explorer.msn.com[2]. > > > > ===References:=== > > 1. > > > http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dx8_c/d irec > > > tx_cpp/Graphics/ProgrammersGuide/UsingDirect3D/Rendering/FogAlphaDepth/F og/V > > ertexFog.asp > > 2. http://g.msn.com/1HM105401/44 > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders