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ET: ignoring GL_NV_FOG_DISTANCE - what does that mean?
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keifir
Tux's lil' helper
Tux's lil' helper


Joined: 10 Jun 2002
Posts: 119
Location: Canada

PostPosted: Sun Sep 21, 2003 4:29 am    Post subject: ET: ignoring GL_NV_FOG_DISTANCE - what does that mean? Reply with quote

I noticed something the other day. I was reading the startup logs for ET and it said there:
Code:
...
ignoring GL_NV_fog_distance
...


What could that mean? No distance fog for me :)? Why is it ignoring it and what can I do about it? Anyone else noticed this?

Now I remember when trying out the ET demo on Win2k machine it had the distance fog option in the menu - not on linux tho.

thanx, keifir
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blue.sca
l33t
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Joined: 28 Aug 2003
Posts: 680
Location: Mainz, Germany

PostPosted: Sun Sep 21, 2003 1:03 pm    Post subject: Reply with quote

what videocard do you have, and do you have this option in glxinfo?
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keifir
Tux's lil' helper
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Joined: 10 Jun 2002
Posts: 119
Location: Canada

PostPosted: Sun Sep 21, 2003 1:51 pm    Post subject: Reply with quote

I have Asus gForce Ti 4200

Code:
me@home me $ glxinfo |grep GL_NV_fog_distance
    GL_NV_depth_clamp, GL_NV_fence, GL_NV_fog_distance,


So it says that I do have this extension - why would it disable it?

thanx,

keifir
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Moled
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Joined: 09 Jul 2003
Posts: 635

PostPosted: Tue Sep 23, 2003 8:32 pm    Post subject: Reply with quote

it does work, you just have to edit the config file by hand to enable it
try
~/.etwolf/etmain/profiles/<your-profile-name>/etconfig.cfg

----- R_Init -----
...loading libGL.so.1: Initializing OpenGL display
...setting mode 4: 800 600
Using XFree86-VidModeExtension Version 2.2
XFree86-VidModeExtension Activated at 800x600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5900 Ultra/AGP/SSE2
Initializing OpenGL extensions
...using GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_NV_fog_distance
XF86 Gamma extension initialized
Trying SMP acceleration...
...failed.

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5900 Ultra/AGP/SSE2
GL_VERSION: 1.4.0 NVIDIA 44.96
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_EXT_depth_bounds_test GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: enabled
Fog Mode: GL_EYE_RADIAL_NV
Forcing glFinish
Initializing Shaders
----- finished R_Init -----

yes I know smp doesnt work...
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keifir
Tux's lil' helper
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Joined: 10 Jun 2002
Posts: 119
Location: Canada

PostPosted: Tue Sep 23, 2003 10:24 pm    Post subject: Reply with quote

yay!

it works, thx Moled.
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