I've seen it done in Renegade successfully. Even shifting it by a
visible margin (from side view) seems to do the trick. The problem
may arise when using a lot of these overlays. I have noticed the Z-
fighting errors from a high angle and far distance, but having a
near visible margin seems to eliminate it.
Well that's the problem - it's an illusion that can easily break. You
can get away with this sort of thing in specific situations but auto-
generating the same effect for an entire map will be extremely
difficult (and again, once Quesa starts sorting those surfaces you'll
see major slowdowns).
Since Quesa is open source, isn't there a way to force multiple
passes?
It's certainly possible, but doing it right would require quite a bit
of work and API extensions. I suppose this could be "hacked" on, but
even then you really gotta know your way around the renderer, which
can get convoluted at times.
Frank.
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