Is there any performance loss when using polygonoffset, or better yet what asspect of the performance does it affect(like require more memory or multiple passes etc). I’m trying to eliminate some z-fighting in my map and I don’t know if it’s better to split the surfaces and increase my tris count or just use polygonoffset.
polygonoffset performance
The limitation with polygonoffset is that you cannot have multiple passes on the shader. (You are limited to one pass and usually vertex light) Also in certain cases the ploygonoffset cases problems with the order in which things will be drawn. For example the shader under the players feet can cause Zfighting with polygonoffset shaders.
The best method is to use the same system as the road in Fueldump. Take the texture and invert the colour. (Negative image is usually what the function is called in paint packages). Then create a shader similiar to the road decal in Fueldump. It needs a special blend mode, check shader for more details. Then apply the shader to a patch and lay it flat against the surface you want to add more detail to.
Sock
:moo: