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- 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.
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@ -565,7 +565,7 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
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{
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RenderAll.Clock();
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state.SetDepthBias(-1, -128);
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state.SetDepthBias(-1, -160);
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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