Fog by view depth again
Fogging by depth buffer value, as Direct3D 9's documentation suggests for IMVU's projections, looks nothing like the client; fogging by view depth matched it. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -74,8 +74,8 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
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- Particles (`drawPointSprites`): a Visual C++ 2010 `std::vector` of 16-byte points (position, color), drawn as
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Direct3D 9 point sprites: squares viewport height / distance pixels across (Direct3D 9's defaults clamp them to
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1 to 64; IMVU sets only the size, 1, and the scale factors 0, 0, 1), textured over the whole square.
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- Fog: linear table fog. Direct3D 9 fogs by eye distance only for projections whose (3, 4) element is +1; IMVU's are
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right-handed (-1), so it fogs by depth buffer value (0 to 1) against start 1 and end 50: in effect no fog.
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- Fog: linear table fog, start 1 and end 50 in rooms. Fogging by view depth matches the client; by depth buffer
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value (as Direct3D 9's documentation suggests for projections like IMVU's) doesn't.
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- Still unknown: render targets, `CompoundRegion` (texture update
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regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded
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virtual methods unlike their declaration, so our declarations never overload virtual methods.
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