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Using FOG as distance attenuator for terrain layer blending

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Hello; Im doing a multi-layered terrain, and after the base pass (witch is a base texture and the first detail layer, without mask), i render the others layer for near terrain FAR CRY, it seems that they use the FOG parameters to fade out the layer blending...i tried to do that using glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); and fog color to black (0,0,0,0), but it didnt work...of corse it could be done easily in a VS, just fading the vertex color to 0, but i wanna do it in fixed function...any idea? Thanks

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