render.DrawQuadEasy Flickering

function RenderFoot()
	cam.Start3D(EyePos(), EyeAngles())
	local pos = EyePos()
	local lifeTime = math.Clamp(PLUGIN.FootstepMaxLifeTime:GetInt(), 0, 30)
	for k, footstep in pairs(FootSteps) do
		if footstep.curtime + lifeTime > CurTime() then
			if (footstep.pos - EyePos()):LengthSqr() < maxDistance then
				render.SetMaterial( footstep.foot )
				render.DrawQuadEasy( footstep.pos + footstep.normal * 0.01, footstep.normal, 10, 20, footstep.col, footstep.angle )
			FootSteps[k] = nil
hook.Add( "PreDrawTranslucentRenderables", "DrawFootSteps", RenderFoot );

Been trying to fix it for days. I can’t seem to. :confused:

Tried most of the hooks, so I don’t think it’s that.

You are placing the texture too close to the ground, resulting in two planes intersecting.

Add some minor elevation from the ground.


I swear I remember thinking that-- I was about to fix it then I went up and had to do something in real life for quite a bit of time-- when I can back I completely forgot what I was doing. xD

Thanks again!

It’s not that big of a deal but I’m sure that is a tutorial page to fix that but it looks like they are intersecting