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Shadow matrix

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I have this shadow matrix I would like to use, but I read drawing the model twice gives z-buffer artifacts. Is there something out there I can pass as input my intersecting shadow polys and return one (or more) combined polys?
void 
shadowMatrix(GLfloat shadowMat[4][4], GLfloat groundplane[4], GLfloat lightpos[4]) { 
GLfloat dot; 
/* Find dot product between light position vector and ground plane normal. */ 
dot = groundplane[X] * lightpos[X] + 
groundplane[Y] * lightpos[Y] + 
groundplane[Z] * lightpos[Z] + 
groundplane[W] * lightpos[W]; 
shadowMat[0][0] = dot - lightpos[X] * groundplane[X]; 
shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y]; 
shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z]; 
shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W]; 
shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X]; 
shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y]; 
shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z]; 
shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W]; 
shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X]; 
shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y]; 
shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z]; 
shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W]; 
shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X]; 
shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y]; 
shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z]; 
shadowMat[3][3] = dot - lightpos[W] * groundplane[W]; 
}

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Render the shadow(s) into the stencil buffer instead of to the screen. Then apply a shadow coloured quad/sprite over the whole screen with stencil test set to only render shadow coloured pixels for those pixels which are set in the stencil buffer (i.e. the shadowed parts).

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I'm doing this for some older graphics cards without stencil support, so I would like to render
it as a non-intersecting poly.

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