Actually I think I was most likely plainly wrong trying to change that, I misinterpreted some draft test results. Actually vertex fog is what should only be supported before d3d7 through the light state, table fog is a newer feature. I guess what I have to do to get all the pieces together is to actually compute fog coordinate in process_vertices() according to the state setup, then I need to test more but this state setting is likely correct as is.
On 5/21/19 12:55, Henri Verbeet wrote:
On Tue, 21 May 2019 at 05:52, Paul Gofman gofmanp@gmail.com wrote:
I am sorry, I am likely wrong about this one. Please disregard this patch, I will do some more testing.
For what it's worth:
On Tue, 21 May 2019 at 02:57, Paul Gofman gofmanp@gmail.com wrote:
_FOGVERTEXMODE is a d3d7+ state.
That's not in itself an issue though, we implement older ddraw functionality on top of newer ddraw all the time. The practical difference between the two is mostly GL_FOG_HINT for fixed-function OpenGL, and very little with the GLSL backend. Perhaps more importantly, if you change d3d_device3_SetLightState() you should also change d3d_device3_GetLightState().