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authorSteven Fuller <relnev@icculus.org>2008-09-28 23:21:45 -0700
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:37 +0200
commit4f2d3fe2c399602d228fb559cbab0e8326792d0a (patch)
treef0870f9342ddecb8f9bc97861ab531c0dae732da /src/opengl.c
parent0d6d5e545a2b57701942b2357be23cd2626f9abd (diff)
Tweaked polygon offset usage.
Tweaked the values used for glPolygonOffset, as the previous values caused rendering issues with the fire in temple. The new values probably reintroduce decal z-fighting with blood and bulletmarks, but the fire z-fighting was a bigger issue.
Diffstat (limited to 'src/opengl.c')
-rw-r--r--src/opengl.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/opengl.c b/src/opengl.c
index 32a8ffc..e112ef2 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -513,9 +513,12 @@ void D3D_DecalSystem_Setup()
pglDepthMask(GL_FALSE);
- /* this does stop zfighting with bulletmarks on walls... */
+ /* enable polygon offset to help lessen decal z-fighting... */
pglEnable(GL_POLYGON_OFFSET_FILL);
- pglPolygonOffset(-8.0, -8.0);
+
+ static GLfloat factor = 0.0f;
+ static GLfloat units = -100.0f;
+ pglPolygonOffset(factor, units);
}
void D3D_DecalSystem_End()