Normally yes, but not with the fog.... the fog is a wrapper for the OGL
function only. It USED to work in D3D (but not software) which still had
problems with alphablending the sprites, so they took it out when HL
went to version 1107 or 1108 (?) for D3D, the only one that worked
anywhere near the way it should have was OpenGL fog using TriAPI, so
that's the only build in fog call that remains.

-Mazor
http://www.firearmsmod.com/

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Daniel
Koppes
Sent: Wednesday, January 15, 2003 5:48 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Adding fog to my mods...

I think TriAPI works in ALL render modes... because its basically an
OpenGL/Direct3D/software wrapper...


At 00:30 16/01/2003, you wrote:
> > Maybe I just need to check out the fog in the Spirit source code...?
>
>I recommend basing your entire mod on SoH :) I recently started a
rewrite
>of my
>mod and based it on SoH and SDK2.3. It was fairly easy to merge.
>
>Fog seems easy enough, it is part of the tri API,
>gEngfuncs.pTriAPI->Fog(...), all
>you need is the logic to decide if it is on or off, and colour etc.
>
>Remember that fog only works in OGL, not DD or Software mode.
>
>SoH rocks, thanks Laurie :) Valve should incorporate SoH in to the SDK,
>I'm sure
>Laurie won't mind :}
>
>Wonder if there is much of a future as a SoH pimp? ;)
>
>Jeff "Codiac" Fearn
>-----------------------------------------------------------------
>Lead Coder, Web Master, Server Administrator for SWARM
>http://swarm.edgegaming.com
>-----------------------------------------------------------------
>
>
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----------
Programmer and Modeller for <http://pokemod.fragoff.net/>The
<http://pokemod.fragoff.net/>Pokemod

----------

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