See the example wad I'll attach. In gzdoom 323, the foggy effect in the horizon is well defined.
Somehow, during the code rewrite, this effect broke, ie not showing anymore.
I'd like to know if the fix is possible to port in the 1.x branch, so that it'll be easier to backport over Zandronum 2.0 (which upgraded the code base to gzdoom r900), where it was noticed in games like Jumpmaze 2 (see the ticket).
[since gl rewrite] Sector_SetFade broken in GL
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[since gl rewrite] Sector_SetFade broken in GL
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Re: [since gl rewrite] Sector_SetFade broken in GL
Either I'm not understanding the post or I'm not getting the problem. When I look at the test map in dev builds, and both of the official releases, the red fade to the distance looks much like the correct screenshots from that ticket page and I'm definitely not getting the sharp cutoff from the faulty pics.

There is a bit of additional blurring in the above pic due to resizing and JPG but is that drastically different to what you are seeing? It looks like a reasonably smooth fade to the horizon to me.

There is a bit of additional blurring in the above pic due to resizing and JPG but is that drastically different to what you are seeing? It looks like a reasonably smooth fade to the horizon to me.
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Re: [since gl rewrite] Sector_SetFade broken in GL
See this screenshot I took with GZDoom 323. The red fog is not present. Also, you must disable texture filtering to see what I mean.
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Re: [since gl rewrite] Sector_SetFade broken in GL
Ah! I was looking for an option that might do it. No filtering = no fog for me too.Edward-san wrote:Also, you must disable texture filtering to see what I mean.

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Re: [since gl rewrite] Sector_SetFade broken in GL
I had to go way, way back to 1.3(!) to see the fog. Version 1.5.06 looks precisely the same as the current version - and it's the current version that is correct. A light level of 255 should mean 'no fade in this sector' so this loooks like the result of a bugfix that was done quite some time ago.