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
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