GLfloat bc = b * ic;
if ( ac < 0.0f ) ac = -ac;
if ( bc < 0.0f ) bc = -bc;
- offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
+ offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD;
}
offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0);
}
GLfloat bc = b * ic;
if ( ac < 0.0f ) ac = -ac;
if ( bc < 0.0f ) bc = -bc;
- offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
+ offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD;
}
offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0);
}