glFog and axis problem
I'm having a wierd time with glFog. When I enable it, it seems to cause color attenuation along the world z-axis rather than the camera z-axis (i.e. the depth buffer). Has anyone else seen this or know what I'm doing wrong? Do I have to enable fog at a particular point in the code (e.g. before or after projection transformations, view point transformations, etc.)?
you need to do your viewing transformations (eg. gluLookAt) on the modelview matrix, not the projection matrix.
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