Sorry if this is has been covered umpteen times b4, but Iv searched this whole forum and q3w and this is the closest thing I could find…
Originally posted by Neodymium:
Decals bug me for another reason entirely: overdraw. The very fact they require some very ugly kludging to prevent Z-fighting is suggestive.
Now, I would very much like an explanation of this ‘kludging’. Is there actually a way to stop a standard old school decal from z-fighting with bulletmarks and for that matter the player shadow??
Now, Iv heard that having the decal shader as nomarks fixes the bulletmarks at least, but in my experience this does Nothing because the bullet marks still show on the surface the decal shares its plane with. Still, I don’t really care as much about bulletmarks as I do the player shadow. Iv got quite a few ground based decals.
I also don’t want to use _decals because then they would all have to be patch meshes and create many more tris than needed.
Oh yeah, Im mapping for vq3, with plantlife q3map2.
Servinal