Fogging problems on RE2.

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Steve Baker (sbaker++at++link.com)
Thu, 30 Apr 1998 08:57:04 -0500 (CDT)


Yes, I know this is a little off-topic, but I know
a bunch of you clue-ful SGI types are listening and
I didn't get any help from comp.graphics.api.opengl
so here goes...

  I'm writing a simple GLUT/OpenGL program which runs
quite nicely on an SGI ONYX Infinite Reality and on a
Linux machine with Mesa and a 3Dfx Voodoo card.

  So far this is great.

  Now I try to run the same thing on an SGI ONYX RE2
(IRIX 6.2) and the fog comes out WAY too dense.

  Here is the code to set up the fog:

    glEnable ( GL_FOG ) ;
    glHint ( GL_FOG_HINT, GL_NICEST ) ;

    static float fogcol [ 4 ] = { 0.3, 0.6, 1.0, 1.0 } ;
    glFogfv( GL_FOG_COLOR , fogcol ) ;
    glFogf ( GL_FOG_START , 0.0 ) ;
    glFogf ( GL_FOG_END , 50000.0 ) ;
    glFogf ( GL_FOG_DENSITY, 0.000005 ) ;
    glFogi ( GL_FOG_MODE , GL_EXP ) ;

  Near/far clip planes are 2.0 and 1000000.0.

  The scene is a regular grid of tristrips lying in the X/Z
plane from the eye all the way out to somewhere beyond
the far clip plane.

  Is there some lingering IrisGL-ness in the RE2's OpenGL
that might be killing me here? Is there anything else I
can do to make the RE2 fog look the same as it does on
the other machines? Maybe there is some kind of patch I
should have installed?

  HELP!

Steve Baker (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc. (817)619-4028 (Fax)
Work: SBaker++at++link.com http://www.hti.com
Home: SJBaker1++at++airmail.net http://web2.airmail.net/sjbaker1

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