The first-draft code for polygon offset is in. It doesn't attempt to apply any driver-supplied scaling factors to units or factor, and uses the Z slope calculated from screen space coordinates. Suprisingly the results are not far from what we get in the X driver when looking at the books/polyoff.c demo, and I am inclined to leave the calculation as it stands. It issues a call to grDepthBiasLevel per triangle - this will probably change. A bunch of other files have changed due to a minor change to the debugging code. Dave K. - I've set r_ignoreOffset to zero, but I'm not sure where offsets are used so it's hard to tell if the visual effect is correct. Is there an obvious case of the Z fighting that correctly-functioning offsets would overcome? Keith _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev