Hello.
There is a simple c ++ program that draws textured cubes. Using opengl (with related libraries).
The output is 2 layers of 12 cubes (each layer with its own texture). Layers are drawn in 2 consecutive draw calls (glDrawArrays ...), then glfwSwapBuffers and iterates.
Question:
Why is there no artifacts from overlapping renderings on the output frame?
Why do white glimmers appear on the edges?
Thanks