On Jun 10, 4:59 pm, Noley Edge gmail.com> wrote:
> On Jun 10, 3:14 pm, legalize+jee...@
mail.xmission.com (Richard
>
>
>
> [Microsoft Direct3D MVP]) wrote:
>> [Please do not mail me a copy of your followup]
>
>
>>>On Jun 6, 6:40 pm, legalize+jee...@
mail.xmission.com (Richard
>>>[Microsoft Direct3D MVP]) wrote:
>>>> IIRC, fixed-function pixel fog can be used with a vertex shader,
>>>> providing you're not also using a pixel shader.
>
>>>Section 6.8 of your draft states that pixel fog cannot be used with
>>>programmable vertex shaders.
>
>> Go with what the book says then. When I write stuff for the book, its
>> because I've researched it and identified the corner cases. When I
>> post to the net, its usually just form memory, which is subject to
>> corruption :-)
>> --
>> "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
>> <
http://www.xmission.com/~legalize/book/download/index.html>
>
>
> But even if that is true, then the first pass through the vertex and
> pixel shaders above would not work.
>
> By the way, your draft rocksa.
Ok, I figured this one out.
First, I tried to disable fog during the second pass ( pass where i
recorded a position texture) by simply Setting FOGENABLE to FALSE
using setrenderstate.
This did not work! What needed to happen in addition, was to set both
vertex and pixel fog(table fog) to D3DFOG_NONE.
Without this, if fixed function fog was enabled and configured at all
before the 2nd pass, then fixed function fog would take over the
output of the position map.