title: OpenGL fog versus OpenGL ES fog
body: <p>I have a problem where the fog works like intended on a desktop program (PC) using OpenGL but the same fog doesn't work like it should on an Android device (using OpenGL ES).</p>
  
  <p>The code is a exact duplicate, it looks like this:</p>
  
  <pre><code>// OpenGL ES Init
  gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
  float fogColor[] = {0.5, 0.5, 0.5, 1.0};
  // Fog color to mFogBuffer...
  gl.glEnable(GL10.GL_FOG);
  gl.glFogfv(GL10.GL_FOG_COLOR, mFogBuffer);
  gl.glFogf(GL10.GL_FOG_DENSITY, 0.04f);
  
  // OpenGL Init
  glClearColor(0.5, 0.5, 0.5, 1.0);
  float fogColor[] = {0.5, 0.5, 0.5, 1.0};
  glEnable(GL_FOG);
  glFogfv(GL_FOG_COLOR, fogColor);
  glFogf(GL_FOG_DENSITY, 0.04f);
  </code></pre>
  
  <p>But I can't get the OpenGL fog work exactly the same on my Android device. I have tested <code>glShadeModel()</code>'s attributes and so on.</p>
  
  <p>The area that should fog is totally white and it is a basic quad (built by triangles).
  I have done some <code>gluLookAt()</code> transformations, but it shouldn't affect this fog.</p>
  
  <p>Any ideas?</p>