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The GE converts the fog factor to 8 bits per vertex, min(floor(256 * f), 255), and interpolates that linearly in screen space. Clamping after interpolation instead was up to 127 levels off on triangles that cross the fog range. Measured with gpu/probe; points and wacky values still match exactly. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.