Re: wined3d: Fix for for vertex shaders
21 Jul
2006
21 Jul
'06
3:15 a.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)
7085
Age (days ago)
7085
Last active (days ago)
0 comments
1 participants
participants (1)
-
Ivan Gyurdiev