
I didn't say they were intentional, thought I can see how you might think that. What I really mean is that that is what the shading looks like and I have accepted the shading for how it appears.

The problem is that the polygon casting the shadow and the polygon the shadow is being cast onto are too close to eachother. There's 3 ways to fix this: a higher depth resolution(unlikely in DX9), shadow maps for each character or PSSM. I have high hopes that it will be fixed in 2.0.
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