Closed MrRendroc closed 1 year ago
Not sure how'd you know I'm the one with that fix. Yes, fog support is inside the gldirect codebase but it was a simple boolean enable flag iirc that makes fog work in Mohaa and similar games.
Thanks for responding! I found your post on the x-null forum but the website you posted the fix on is no longer valid so I thought I'd try to fix it myself.
I've been looking around for anywhere the ctx->Fog gets enabled but couldn't find anything that affected it.
The Mesa code has this:
{ OFF, "GL_EXT_fog_coord", F(EXT_fog_coord) },
I think it gets enabled later but to be sure I added it to the enabled extensions list anyway.
const char *gld_enable_extensions[] = { "GL_EXT_texture_env_add", // Quake 3 "GL_ARB_texture_env_add", // Quake 3 "GL_EXT_fog_coord",
...but still no fog. I compiled and used the Debug version and it's outputting HLSL with fog calculations in it, but since I'm not seeing it in the game I keep digging.
Should I be looking for another/different extension? Is it something other than GL_EXT_fog_coord that I should be looking at, or some other part of the code?
I will take your word for a simple boolean, I am just having a tough time finding which one will do the trick. Thanks again!
It was hard to find because it didn't look like it had anything to do with the fog. It was a commented-out section in gld5_shaders.c that had to do with SM 3.x / DX 9.0b.
Glad I could be of help! Great work.
Fog is not appearing in MOHAA and other games. This has been a problem since gldirect 5.0 was released.
I have compiled this Direct3D device driver using VS 2022, and it works the same as the 2007 release. Still no fog. I was unable to track down anything that was missing or not enabled. @mohabhassan do you have any suggestions for how to enable fog and/or any other extensions?