Revert commit with perspective depth offset, makes simple cases such as
loopcuts on cube have zfighting.
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@@ -1024,7 +1024,7 @@ void bglPolygonOffset(float viewdist, float dist)
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}
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else {
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/* should be clipping value or so... */
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offs = 0.0001f * dist;
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offs = 0.0005f * dist;
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}
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winmat[14] -= offs;
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