Order of the Butterfly
Posts: 476 from 2004/4/15
finally I found a solution for MorphOs.
And that's what I have done:
1. I replaced std::vector by my own Array class (move away from stack to heap)
That should be done anyway.
2. Implemented splitting of 3d objects (vertex and normals arrays)
3. Objects with a vertex count lesser than 4096 will rendered correctly on mos
(any greater number will fail)
But, while blending works well (transparent water), fog on mos fails.
That is the code I am using:
glFogf(GL_FOG_END, range / 2.0f);
I can remember that the guys of Wings Battlefield also had problems with glFog on mos.
Sadly I do not know the solution.