diff --git a/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp b/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp index b3dacf3173..6a408b7b53 100644 --- a/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp +++ b/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp @@ -515,7 +515,7 @@ void C3D_RENDER_OGL_LEGACY::setCopperMaterial() void C3D_RENDER_OGL_LEGACY::setPlatedCopperAndDepthOffset( PCB_LAYER_ID aLayer_id ) { glEnable( GL_POLYGON_OFFSET_FILL ); - glPolygonOffset( -1.0f, -1.0f ); + glPolygonOffset( 0.0f, -2.0f ); set_layer_material( aLayer_id ); } @@ -907,7 +907,7 @@ bool C3D_RENDER_OGL_LEGACY::Redraw( // add a depth buffer offset, it will help to hide some artifacts // on silkscreen where the SolderMask is removed glEnable( GL_POLYGON_OFFSET_FILL ); - glPolygonOffset( 0.0f, -1.0f ); + glPolygonOffset( 0.0f, -2.0f ); if( m_camera.GetPos().z > 0 ) {