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InsideQC Forums • View topic - Tutorial: Killing z-fighting in a stock Quake engine

Tutorial: Killing z-fighting in a stock Quake engine

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Tutorial: Killing z-fighting in a stock Quake engine

Postby Baker » Sat Oct 25, 2008 9:53 am

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Postby Wazat » Sun Oct 26, 2008 4:31 am

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Re: Tutorial: Killing z-fighting in a stock Quake engine

Postby Baker » Thu Apr 25, 2013 11:38 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Tutorial: Killing z-fighting in a stock Quake engine

Postby frag.machine » Thu Apr 25, 2013 2:03 pm

IMHO a more sane way to do that would be to have an external file where you store info about known maps where Z-fighting occurs and what's required to fix it (for example, the entity classname, its targetname, origin offsets, etc). This way, you not only gives a solution for existing problems but you also create a way to fix less known community maps where this happens. You can even use existing file parse functions to implement this. Shoving hardcoded data into your engine always make it less flexible (besides, you always have the remote chance of CRC collision screwing something in other maps for no apparent reasons).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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