I have lights added in my map which use the polygonOffset on the side with the light-texture.
Here’s the shader I use:
textures/moses_lights/ceil1_38_1000
{
qer_editorimage textures/moses_lights/ceil1_38.tga
polygonOffset
surfaceparm nomarks
q3map_surfacelight 1000
{
map $lightmap
rgbGen identity
}
{
map textures/moses_lights/ceil1_38.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/moses_lights/ceil1_38.blend.tga
blendfunc GL_ONE GL_ONE
}
}
It works very great on the part of reducing the triscount in those areas but there’s one major drawback 
When there are impacts of weaponfire I get some kind of texture-errors which look like overdraw. I tried to add surfaceparm nomarks bot no avail.
Is there some kind of extra keyword which I need to get rid of this or do I have to think of something else?
The only solution I can think of is to extend those brushes (all sides but one with nodraw) 1 unit outside the surrounding brush.
My question on this solution is: Does this one unit thing affect the bot navigation or is this no problem.
The nodraw shader has this inside:
textures/common/nodraw
{
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
}
So I was thinking of that solution of extending that brush a bit outside and hoping this doesn’t affect the botnavigation. In other words: no need for covering those places with a thin brush with botclip
What are your thoughts/comments/suggestions on this?