Now it's not just primitives and smooth shading!
Multitexturing is part of OpenGL since 1.2.1 specification and allows direct
textures combining. Putting the shadow map into a separate texture unit (with
glActiveTexture) permit us to spread it on our already textured polygons.
I don't know if this is the most performant way to achieve a correct result, but it works fine! =)
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