Any way to fix this in GLPRO? I read somewhere that using gl_ztrick 1 would help but nope.
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Z-Fighting
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Z-Fighting
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There is no way to fix that in GLPRO. It isn't something that can be controlled by a cvar, it is a deficiency in the GLQuake engine code.
I implemented a z-fighting fix in my work on the ProQuake engine, but it looks like the Z-fighting fix in ezQuake is even better.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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For me this worked best in Qrack, might be ported to proQuake....etc..
Code:void GL_PolygonOffset (int offset) { if (offset > 0) { glEnable (GL_POLYGON_OFFSET_FILL); glEnable (GL_POLYGON_OFFSET_LINE); glPolygonOffset(1, offset); } else if (offset < 0) { glEnable (GL_POLYGON_OFFSET_FILL); glEnable (GL_POLYGON_OFFSET_LINE); glPolygonOffset(-1, offset); } else { glDisable (GL_POLYGON_OFFSET_FILL); glDisable (GL_POLYGON_OFFSET_LINE); } }
***PROQUAKE 3.50***
in void R_DrawBrushModel (entity_t *ent)
Code:// draw the polygon if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { GL_PolygonOffset(1);//<<<<<<<<<<<<<<<<<<<<<<<< if (gl_texsort.value) R_RenderBrushPoly (psurf); else R_DrawSequentialPoly (psurf); GL_PolygonOffset(0);//<<<<<<<<<<<<<<<<<<<<<<<< }
Alt side note: surfer girl is hot!
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Thanks for that code Rook. I used a different z-fighting fix, one I believe I borrowed from unofficial glquake113.exe; it did reduce the flicker to zero but you still saw the plane of the entity.
The fix you used looks MUCH nicer.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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purity is bliss c*s...
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Originally posted by Baker View PostThanks for that code Rook. I used a different z-fighting fix, one I believe I borrowed from unofficial glquake113.exe; it did reduce the flicker to zero but you still saw the plane of the entity.
The fix you used looks MUCH nicer.
ezQuake offsets polygons globally which screws up ALL textures, yet the z-fight is plats/doors/lifts vs bsp textures not thinks like decals, particles, entity textures...
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