Stefan Dösinger wrote:
Up to now we've been lucky that all the games requireing manual fog coords haven't used vertex buffers, thus we always went through drawStridedSlow. Make sure that the fog also works with vertexbuffers
As for the rejected patches from yesterday, I've moved them back to the bottom of the queue when I fixed them, so I will resend them later.
This patch is probably fine, but it makes me look into the surrounding code [ software blending, changing the strided data ], which is still incredibly misleading. That should go into its own function, with the FIXVBO macro removed (since all such macros are evil, without exception), and a big comment should be added that named access to the strided data is only valid in the fixed function pipeline and will not work in the shader pipeline. Maybe it makes sense to use two different structures to make this clearer - not sure.