It looks like the fog factor for per-pixel fog is calculated backwards.
This has been a problem in every version I have tried from 3.0 to 3.1b3.
With GL_FASTEST, fog is fine. With GL_NICEST, fog decreases with
distance: I tried a linear step function at 0.5 (start==0.5 end==0.5001)
and although the cutoff was in the same place as with GL_FASTEST, the
objects farther away were still visible.
(OpenGL, by the way, performs correctly with the same code. It is also
unrelated to the depth of the Z-buffer.)
------------------------------------------ - - - - - - - - - - - - - - -
Jeremy Meredith | email: [EMAIL PROTECTED]
Lawrence Livermore National Laboratory | phone: (925) 422-1197
P.O. Box 808 L-98 | fax : (925) 422-3389
Livermore, CA 94550 | loc : bldg 132N room 1025
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