I’m trying to write a shader which uses something like glPolygonOffset() to artificially place an applied object in front of the surface it’s lying on to reduce Z-fighting. Specifically, I’m using a TextMesh to put a blended code number on the side of a spaceship.
Looking at the OTEE wiki page for SL-Pass, I notice that there’s a DepthOffset feature which sounds like it might be the same thing. However, it isn’t documented and it doesn’t seem to work (it gives a syntax error). Is it supposed to work, and if so, how would I use it?