//take a look at your gluperspective call or otherwise determine your far plane for assistance in this endeavor glEnable(GL_FOG); glClearColor(0.5,0.5,0.5,0.0); //should match fog color GLfloat fogColor[4] = { 0.5, 0.5, 0.5, 1.0}; GLfloat density = 0.3; glFogi(GL_FOG_MODE, GL_LINEAR); //exp2 //exp //linear glFogfv(GL_FOG_COLOR, fogColor); glHint(GL_FOG_HINT, GL_NICEST); //GL_DONT_CARE, GL_FASTEST glFogf(GL_FOG_DENSITY, density); glFogf(GL_FOG_START,5); // linear only glFogf(GL_FOG_END,9); //linear only //match the far plane (or what looks right) here //linear: (end -c)/(end-start) // exp: e^-(density *c) // exp2: e^-(density *c)^2