From: Rudolf Polzer Date: Sun, 7 Nov 2010 16:16:12 +0000 (+0100) Subject: revert the polygonoffset-for-decals-behind-warpzone fix as it doesn't really work X-Git-Tag: xonotic-v0.1.0preview~133^2~3 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=a7689f273f3936bb459ddb82f3447fd4593a93e2 revert the polygonoffset-for-decals-behind-warpzone fix as it doesn't really work --- diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index fd8a77068b..c38cf5ff5d 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -2001,13 +2001,11 @@ seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this f // polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) r_polygonoffset_submodel_offset 0 r_polygonoffset_submodel_factor 0 -// workaround for "decals flicker all the time" - note that this polygonoffset still is not perfect, also, why do decals need higher polygonoffset when in a warpzone -// this workaround causes decals to sometimes be visible through walls! (not seen it happen yet though other than on zfightometer) -// once the issue is found, please revert back to the default of -14 -r_polygonoffset_decals_offset -100 +// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much +r_polygonoffset_decals_offset -28 r_polygonoffset_decals_factor 0 // this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals -mod_q3shader_default_polygonoffset -50 +mod_q3shader_default_polygonoffset -14 mod_q3shader_default_polygonfactor 0 // other config files