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shader manual mention polygonoffset default sort
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@@ -67,7 +67,7 @@
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blendFunc GL_DST_COLOR GL_ZERO
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</pre>
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<p>The source texture is white with yellow/blue (or whatever) arrow on it. Combined with polygonOffset and perhaps a sort key, this can be a great way to get a decal effect that works okay with bullet marks and player shadows.</p>
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<p>The source texture is white with yellow/blue (or whatever) arrow on it. Combined with <a href="general-directives.html#polygonOffset">polygonOffset</a> and perhaps a <a href="general-directives.html#sort">sort key</a>, this can be a great way to get a decal effect that works okay with bullet marks and player shadows.</p>
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<h2>Inverse Multiplicative Shadows</h2>
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@@ -168,11 +168,11 @@ textures/skies/xtoxicsky_dm9
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<p>This implies noPicMip, but also prevents the generation of any lower resolution mipmaps for use by the 3D card. This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.</p>
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<h2 id="polygonOffset">polygonOffset</h2>
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<p>Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals". The distance between the offset and the polygon is fixed. It is not a variable in Quake III Arena.</p>
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<p>Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals". The distance between the offset and the polygon is fixed. It is not a variable in Quake III Arena. PolygonOffset shaders get <a href="general-directives.html#sort">sort 4</a> by default.</p>
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<blockquote>
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<h4>Design Notes:</h4>
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<p>Use this for wall or floor markings, particularly for direction arrows for team games. Texture the brush with the decal shader on one face and the other faces with a nodraw shader. Then place the brush flush with the surface of the wall or floor.</p>
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<p>When using a <a href="decal-tricks.html#_decal">_decal entity</a> for texture projection, polygonOffset must be used to prevent Z-fighting. If you experience problems with depth sorting, try using sort 6.</p>
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<p>When using a <a href="decal-tricks.html#_decal">_decal entity</a> for texture projection, polygonOffset must be used to prevent Z-fighting. If you experience problems with depth sorting, try using <a href="general-directives.html#sort">sort 6</a>.</p>
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</blockquote>
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<h2 id="portal">portal</h2>
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@@ -21,7 +21,7 @@
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</div>
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<div id="footer">
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<p class="left">Q3Map2 2.5.17n</p>
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<p class="right">SM 2023-05-15</p>
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<p class="right">SM 2025-02-09</p>
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</div>
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</div>
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