For sure black lines (maybe better to say: "black perspective triangles"?) appears only when glutInitWindowSize() is any other but not squared (1:1) and aspect ratio in glFrustum() is not calculated or not encircled with many decimals like 1.333333333 or with f precison. If i use something like this all is good:
glFrustum(-1, 1, -1, 1, (GLfloat)(width)/(GLfloat)(height), 100); glutInitWindowSize( 640, 480 ); or glFrustum(-1, 1, -1, 1, 1.3f, 100); glutInitWindowSize( 800, 600 ); Who knows, maybe main problem is only because of 1:1 (glut?) window size. -- View this message in context: http://www.nabble.com/demos-fogcoord-not-work-good-on-r200-%28black-lines%29-tp19252860p19290481.html Sent from the mesa3d-dev mailing list archive at Nabble.com. ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
