glFog and axis problem

Post: #1
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.)?
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Joined: 2002.04
Post: #2
you need to do your viewing transformations (eg. gluLookAt) on the modelview matrix, not the projection matrix.
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Post: #3
oh. i was wondering about that. thanks!
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