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List:       mesa3d-dev
Subject:    Re: [Mesa3d-dev] r300: FOGC support for Vertex/Fragment.
From:       Tommy Schultz Lassen <mesa3d () krynn ! dk>
Date:       2008-05-31 8:08:14
Message-ID: 1212221294.9683.7.camel () Fizban ! opasia ! dk
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lør, 31 05 2008 kl. 02:51 +0200, skrev Markus Amsler:
> Tommy Schultz Lassen wrote:
> > I have made another attempt at supporting FOGC in vertex and fragment
> > shaders.
> > 
> > This patch is tested on Radeon X700 in World of Worcraft.
> > 
> > It makes it possible for me to play the game with shanders enabled.
> > 
> >
> 
> I assume this fixes pixel shaders in d3d mode, as opengl(vertex/pixel) 
> and d3d vertex shaders runs fine here on my RV370.
> I've tried your patch, and it's still unplayable here (lot of textures 
> are empty). It also doesn't fix progs/tests/fogcoord and progs/redbook/fog.

Yes it is d3d mode. And with 
SET UIFaster "2"
SET ffxDeath "0"
Without these two. It is still unplayable for me. But with these it is
playable with my patch.
> 
> I was also working on fogc support based on [1], see my current working 
> code attached. progs fogcoord and fog work, wow with pixel shaders is 
> playable. But fog fails in combination with vertex programs, because i 
> don't patch the vp to support fog.
> Your approach looks more elegant, but I'm not sure if it's possible to 
> properly support fogcoord by placing it into a texcoord.
> 

Yes I see. My patch is'ent quite right. 

>  From r500 spec v1.3 6.5.1 (it's in r300 context):
> Note that Fog does not have an associated vector, it can be placed in 
> any of color 0-3 alpha channel. There is a GB_SELECT.FOG_SELECT setting 
> in the raster to control where fog comes from.
> 
> So I think putting it into alpha component is the way to go. But this 
> fog stuff is still a bit confusing for me, so I may be wrong.
> 

Your approch looks more right than mine. But ar'ent you missing
something in r300SetupRSUnit?

> Markus
> 
> [1] 
> http://www.mail-archive.com/mesa3d-dev@lists.sourceforge.net/msg00698.html


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