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- use a slightly higher depth bias for translucent elements.
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These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
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coelckers committed Jun 13, 2021
1 parent 5556756 commit 0069af0
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion source/core/rendering/scene/hw_drawinfo.cpp
Expand Up @@ -565,7 +565,7 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
{
RenderAll.Clock();

state.SetDepthBias(-1, -128);
state.SetDepthBias(-1, -160);

// final pass: translucent stuff
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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