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Blaze
08-05-2000, 02:58 PM
How is the bulletholes, burns and tags in half-life(could be ut or q3) applied to walls?

Is it just a alpha blended quad thats a bit offset, and if it is, how do they avoid zbuffer errors?

DFrey
08-05-2000, 03:17 PM
Pretty much correct, z fighting is eliminated by using glPolygonOffset (in OpenGL at least). Also these quads are generally clipped to the world geometry.