now always uses glPolygonOffset, and collision brush rendering has been fixed with...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 2 Feb 2004 02:43:21 +0000 (02:43 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 2 Feb 2004 02:43:21 +0000 (02:43 +0000)
commit662d0d2715b6071545d9c55fd3c89a949760fdfd
tree06ba6f6f49557f4aa04415f80f1172c87e4311ae
parentfb70c042c37a9778e1ef2b8cc96b3807c3c994bb
now always uses glPolygonOffset, and collision brush rendering has been fixed with better glPolygonOffset settings (no more flicker), also uses glPolygonOffset on shadow volumes now (but this probably has any effect in any cases I know of)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3851 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c
gl_rsurf.c
r_shadow.c