   Fog Problems
  I'm adding fog to my scene, not volumetric fog, just simple linear fog effect as the hardware supplies fixed render pipeline fog effect. It seems that as I'm rendering my scene using shader ,in programming render pipeline , the hardware supplies fog cann't be used.    So I have to pass depth from VS to PS, and calculate fog effect in PS. Object, terrain, water,normalmap..etc , all I have do this fog calculate... That sucks, Is there any one have good idea to solve this problem?   Use multirendertarget to generate a depth texture,then render fog in a screen renderTarget，can this solve this problem?   
  yes, if you use d3d10, u can just "eat depth" without outputing everythingin d3d9 or if you using antializisng you have to output depth in pixel shaderthen in some post processing shader you can apply fog[that fog will be applied to depth=to all rendered objects]"then render fog in a screen renderTarget，can this solve this problem?" -> YES   ;Quote:Original post by e3d_ALiVEyes, if you use d3d10, u can just "eat depth" without outputing everythingin d3d9 or if you using antializisng you have to output depth in pixel shaderthen in some post processing shader you can apply fog[that fog will be applied to depth=to all rendered objects]"then render fog in a screen renderTarget，can this solve this problem?" -> YES   e3d_ALiVE,thank u ~~. "that fog will be applied to depth=to all rendered objects"  I notice this too, is there any good way to solve this problem ?   