On 22 July 2013 20:24, Matteo Bruni <mbr...@codeweavers.com> wrote: > @@ -3614,10 +3614,19 @@ void wined3d_ffp_get_vs_settings(const struct > wined3d_state *state, const struct > & WINED3D_FFP_LIGHT_TYPE_MASK) << > WINED3D_FFP_LIGHT_TYPE_SHIFT(i); > } > > + settings->ortho_fog = 0; > if (!state->render_states[WINED3D_RS_FOGENABLE]) > settings->fog_mode = WINED3D_FFP_VS_FOG_OFF; > else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != > WINED3D_FOG_NONE) > + { > settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH; > + > + if (state->transforms[WINED3D_TS_PROJECTION].u.m[0][3] == 0.0f > + && state->transforms[WINED3D_TS_PROJECTION].u.m[1][3] == 0.0f > + && state->transforms[WINED3D_TS_PROJECTION].u.m[2][3] == 0.0f > + && state->transforms[WINED3D_TS_PROJECTION].u.m[3][3] == > 1.0f) > + settings->ortho_fog = 1; > + } I'm going to guess "No, because the projection matrix is ignored.", but does this "feature" apply to transformed vertices as well?