diff --git a/sp/src/game/client/glow_overlay.cpp b/sp/src/game/client/glow_overlay.cpp index 72915e3c5a6..ccce152ab06 100644 --- a/sp/src/game/client/glow_overlay.cpp +++ b/sp/src/game/client/glow_overlay.cpp @@ -159,7 +159,7 @@ void CGlowOverlay::UpdateSkyGlowObstruction( float zFar, bool bCacheFullSceneSta if ( PixelVisibility_IsAvailable() ) { // Trace a ray at the object. - Vector pos = CurrentViewOrigin() + m_vDirection * zFar * 0.999f; + Vector pos = CurrentViewOrigin() + m_vDirection * zFar * 0.99f; // UNDONE: Can probably do only the pixelvis query in this case if you can figure out where // to put it - or save the position of this trace @@ -207,7 +207,7 @@ void CGlowOverlay::UpdateGlowObstruction( const Vector &vToGlow, bool bCacheFull if ( m_bInSky ) { const CViewSetup *pViewSetup = view->GetViewSetup(); - Vector pos = CurrentViewOrigin() + m_vDirection * (pViewSetup->zFar * 0.999f); + Vector pos = CurrentViewOrigin() + m_vDirection * (pViewSetup->zFar * 0.99f); pixelvis_queryparams_t params; params.Init( pos, m_flProxyRadius, CalcGlowAspect() ); params.bSizeInScreenspace = true;