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If backface culling and depth testing are turned on, sometimes triangles end up very close to the same depth.
This creates z-fighting -- a problem where a part of the further polygon is displayed before rendering a closer triangle.
For applying decals to surfaces, use
glEnable( GL_POLYGON_OFFSET_LINE ); glPolygonOffset( -1.0f, -1.0f );
See glPolygonOffset() for details.
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