On 19 September 2011 19:23, Ian Romanick <i...@freedesktop.org> wrote:
>> Direct3D 9 calls the eye radial fog distance mode "range-based fog"
>> and Wine's D3D9 implementation will use NV_fog_distance to
>> implement it. Several other open source game engines in Google Code
>> Search use the eye radial fog mode if it is available.
>
> I guess the big question is... why?  With vertex shaders, this
In the case of wined3d, it's mostly a case of existing code using it.
The code in question dates back to at least 2004, possibly earlier. If
we were implementing this today we probably wouldn't bother with fixed
function GL at all.
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