Re: wined3d: Fix for for vertex shaders
20 Jul
2006
20 Jul
'06
10:15 p.m.
+ /* Make sure the fog value is positive - values above 1.0 are ignored */ + if (reg_maps->fog) + shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n"); +
What do you mean by "values above 1.0 are ignored" ? Why does the GLSL implementation of this clamp between 0 and 1, and the ARB implementation only does a lower bound ? (sorry, I don't remember if you responded when I asked this last time)
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Ivan Gyurdiev