Use polygon offset
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@ -979,6 +979,10 @@ void IrrDriver::renderShadows()
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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m_rtts->getShadowFBO().Bind();
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.5, 0.);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glClearColor(1., 1., 1., 1.);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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@ -1020,6 +1024,8 @@ void IrrDriver::renderShadows()
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}
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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