Hi

> at the triangle edges. highlighting would work by doublicating the respective
> triangles and by texturing them with another texture (highlight colored) that is
> z-offseted to prevent overlaps.

Ohoho bad idea polygonOffset is something which behaves very very
different on different Graphics card especially on newer card which have
Z-Compression (like HyperZ) on ATI Cards). So you have to be
extremly careful on this. But when you use two textures why not use
multitexturing-features and blend between the two?

EOF,
 J.D.

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