According to the docs, Polygon offset works like this:
Offset - the depth values of all pixels generated by polygon rasterization
can be offset by a value that is computed for that polygon. Two values are
used to specify the offset:
Offset bias - the constant polygon offset that is added to the final device
coordinate Z value of polygon primitives.
Offset factor - the factor to be multiplied by the slope of the polygon and
then added to the final, device coordinate Z value of the polygon
primitives.
These values can be either positive or negative. The default for both of
these values is 0.0.
Some questions:
1-Could you use this instead of the broken decal to lay identical geometry
on top of each other with some alpha bended textures?
2-Could someone explain the offset factor?
3-How much offset do you need so the zbuffer does not get confused, and is
this in meters?
4-Would this work for non planar surfaces? If you had a sphere, could you
render it twice, the second time with a small offset so it effectively wraps
(decals) around the "inner" sphere?
Thanks in advance,
Dave Yazel
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