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glPolygonOffset


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#1 core114   Members   -  Reputation: 122

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Posted 02 August 2001 - 01:38 PM

i am drawing a square-ish tile made out of two traingles, then redrawing it with blending on to show it is selected i am using glPolygonOffset to prevent problems with zbuffering however, when it is partly off of the screen it doesn''t work right, and there are what look to be z buffer problems it works fine otherwise is there some problem with using glPolygonOffset with clipped geometry? any help would be usefull

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#2 Obelix   Members   -  Reputation: 122

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Posted 03 August 2001 - 11:14 PM

If it some problems should it be the driver. Do some more testing so you will know for sure what is not working.

#3 zedzeek   Members   -  Reputation: 528

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Posted 04 August 2001 - 10:48 AM

glPolygonOffset is quite a hard beast to get right. one possible reason is when a polygon is clipped the geometry does not go through the same pipelineand thus even though u use the same vertices u end up getting different depth values

#4 outRider   Members   -  Reputation: 852

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Posted 04 August 2001 - 02:48 PM

If you''re redrawing the tile over itself to look different so the user knows which tile is selected try drawing the tile only once, but just tinting it a different color or something.

use glColor*f before you start drawing.

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- outRider -




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