- use a slightly higher depth bias for translucent elements.

These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
This commit is contained in:
Christoph Oelckers 2021-06-13 09:39:07 +02:00
parent 5556756d43
commit 0069af02e7

View file

@ -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);