Original Post
I have a couple issues with inconsistencies between OpenGL and DirectX. I wrote my editor and other tools in DirectX and the game itself is in OpenGL (for easy porting). I've noticed differences between the texture filtering/quality, thickness of the fog, coloring and other issues. All the settings (color, fog intensity/amount, etc are identical between the two). I've made sure I'm running most of the same settings or as close as I could get them, however, my OpenGL experience is limited. If anyone can spot something that I may be overlooking please feel free to comment. It will be greatly appreciated!
// Comparison screenshots with and without fog, the top image in the screenshots are in DirectX the other is OpenGL

You can see that in the top image (DirectX) are much better and the desired look. Does anyone have any idea why this is happening? Here is my code for most of the generic rendering states.
[size=2]//DirectX Texture Filtering
[size=2]Device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
[size=2]Device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
[size=2]Device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
[size=2]//OpenGL Texture Filtering
[size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
[size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR );
[size=2][size=2]glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
[size=2][size=2]//DirectX Alpha Settings
[size=2][size=2][size=2]Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
[size=2][size=2][size=2]Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
[size=2][size=2][size=2]//OpenGL Alpha Settings
[size=2][size=2][size=2][size=2]glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
[size=2][size=2][size=2][size=2]//DirectX Alpha Test Settings
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAREF , (DWORD)0xAA );
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
[size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Alpha Test Settings
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]glAlphaFunc(GL_GREATER,0.1f);
[size=2][size=2][size=2][size=2][size=2][size=2]//DirectX Z Function
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Z Function
[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]glDepthFunc(GL_LEQUAL);
// Comparison screenshots with and without fog, the top image in the screenshots are in DirectX the other is OpenGL

You can see that in the top image (DirectX) are much better and the desired look. Does anyone have any idea why this is happening? Here is my code for most of the generic rendering states.
[size=2]//DirectX Texture Filtering
[size=2]Device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
[size=2]Device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
[size=2]Device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
[size=2]//OpenGL Texture Filtering
[size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
[size=2][size=2]glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR );
[size=2][size=2]glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
[size=2][size=2]//DirectX Alpha Settings
[size=2][size=2][size=2]Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
[size=2][size=2][size=2]Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
[size=2][size=2][size=2]//OpenGL Alpha Settings
[size=2][size=2][size=2][size=2]glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
[size=2][size=2][size=2][size=2]//DirectX Alpha Test Settings
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAREF , (DWORD)0xAA );
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
[size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
[size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Alpha Test Settings
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]glAlphaFunc(GL_GREATER,0.1f);
[size=2][size=2][size=2][size=2][size=2][size=2]//DirectX Z Function
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]Device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
[size=2][size=2][size=2][size=2][size=2][size=2][size=2]//OpenGL Z Function
[size=2][size=2][size=2][size=2][size=2][size=2][size=2][size=2]glDepthFunc(GL_LEQUAL);