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glPolygonOffset

Started by core114 Aug 2, 2001 at 7:38 PM 2 replies 1k views
Original Post
core114
core114
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
Obelix
Obelix
If it some problems should it be the driver. Do some more testing so you will know for sure what is not working.
zedzeek
zedzeek
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
outRider
outRider
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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