That's not fog in the second screen shot. It's just an under water blend that is derived from the fog set by a 3D-floor. 3D-floors can't define real fog.
I'm confused at how the depth fog is done.. is it done by some sort of extension.. or by some shader?
If it happens to be some shader, have you verified the syntax through a shader validator app? I recall that NVidia is lax when it comes to syntax and ATI is very strict to the standard..
The only parameters you can set for fog are density and color, both of which are handled according to the current objects being rendered. The ATI problems have nothing to do with the fog settings. It seems there's a bug in the driver that transfers them incorrectly when a polygon has to be clipped to the screen.
A small note for you ATi users: Installing Omega Drivers fixes this for me (actually I've never used standard ATi drivers since I got my machine, but I've never had problems in GZDoom either) so I reccomend you check those out to try and fix it.
Whoops. I forgot to mention that if you dont read the compatable cards list before you get them, its your fault if they screw up your system. Because they seriously do not work for cards/chipsets not on that list.
Last edited by Hobbs on Mon Jan 09, 2006 17:57, edited 1 time in total.
What version of Omega Drivers (well, the version of the CATALYST driver that it was based on) worked for you?
Does the latest version (that support CATALYST 6.1) work as well?
Do you have any idea why it works? (the settings/registry entries used to fix the bug...Have you asked the authors? I would like to see if I can find a way to reproduce it on the official drivers using ATI Tray Tools if at all possible, or at least use the same GL driver Omega uses and see if that makes a difference.)
What ATI hardware are you using Hobbs? That's what I'd like to know...
The Omegadrivers (based on CATALYST 6.1) failed to fix this problem... what I do think that this bug was introduced in an older set.. but I still need to know which one.
Edit: Even better, tell me what the version of the OpenGL driver was as reported by GZDoom... that's would before more useful.