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Ken Martin authored
The old code used standard factor and offset values to handle coincident surface/line issues. There are known issue with that approach though. Halos on cones being one example when surfaces have a factor. This approach does not use a factor but instead only offsets. Unlike the previous offsets that were in zbuffer values, these offsets are in terms of view coordinates. The advantage being that as the zbuffer is non-linear the desired offset needs ot take that into account. By using view coordinates we take the non-linearity out of the equation. Specifically the offset is in terms of 1/10000 of the diagonal of the actor. So an offset of 100 would push back the zvalues by 1% of the actors bounding diagonal. Negative values pull zbuffer values closer to the viewer. The defaults are now 0 for surfaces, -4 for lines, and -8 for points. It is valuable to have 0 for surfaces as that means those fragments can use early z rejection as they are not modifying the z v...
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