Originally posted by JanHH:
yes of course but I find it strange that in a totally normal looking scene, the f[WPOS].z value of *all* fragments of the ground seem to be 1.0. The scene looks like this:
and as you see, depth buffering seems to work and not all fragments have the same z coordinate. But nonetheless, if I use my test fp above, the whole ground gets entirely grey/white/black, namely the number I use in the MUL statement. So I think this is strange, or I am missing something obvious.