Hey,
OK now I’m drawing some polygons using old plain intermediate mode (for testing only), laying down Z first, and I receive this dready Z-bleeding bug, altought I’m passing exactly the same polygons (vertices) to the GL. However, if I use a single shader only, everything seems alright. Only when I’m changing the shaders and draw the polygons this is showing up. I thought it may be related to disabling FP/VP Cg contexts every time a shader is changed (however, they’re never being used, so there’s no way a poly could be transformed using the fixed pipeline the first time and a custom vertex program the second time), so I’m setting the depth test to LEQUAL, and enable polygon offset right BEFORE drawing each individual polygon, but the Z-bleeding remains…
I tried everything, but still have no idea.
Any ideas?
Thx in advance.
- phil