wined3d: Correctly display fog for right-handed projection matrix (try 2)

Henri Verbeet hverbeet at
Mon Sep 22 02:35:14 CDT 2014

On 19 September 2014 21:39, Joachim Priesner <joachim.priesner at> wrote:
> Thanks for your response.
>> For example, it doesn't currently distinguish between using the
>> absolute fog coordinate in the vertex shader or doing the same in the
>> fragment shader.
> Is it enough to extend the test to include both FOGVERTEXMODE and FOGTABLEMODE? Or what else would I (roughly) have to do?
The most straightforward way to do the test would probably be to use
vertex/fragment shaders to read/write the fog coordinate. See e.g.

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