Naturally, I had to test this out with a certain map just to see how well it works, and... well, see it for yourself.




These shots were taken from four completely different parts of the maze. No polyobject bleeding in sight in any of them.

For those not familiar with the map, it's a goofy boss battle featuring a scripted polyobject enemy (with Hitler's picture on it, naturally) that randomly zooms around a small maze. It wasn't a serious project so I originally created it knowing fully well that the polyobject would bleed all over the place as it weaves throughout the maze. As of Graf's latest commit, this is no longer the case. Damn good work, I must say.

Also, huuuge thanks to Kate for compiling a test build for me to fiddle with.
