wined3d: Fix for for vertex shaders
Ivan Gyurdiev
ivg231 at gmail.com
Thu Jul 20 22:15:16 CDT 2006
> + /* Make sure the fog value is positive - values above 1.0 are ignored */
> + if (reg_maps->fog)
> + shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n");
> +
>
What do you mean by "values above 1.0 are ignored" ? Why does the GLSL
implementation of this clamp between 0 and 1, and the ARB implementation
only does a lower bound ?
(sorry, I don't remember if you responded when I asked this last time)
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