I'm getting a weird visual bug, where perpendicular colored polygons seem to "bleed" through their neighbors. I did some research, and found that it might have been an issue with the near and far values of my FOV matrix. Following this:
http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html article, I implemented a logarithmic depth calculation in my vertex shader which helped the issue, but didn't completely fix it. I'm using C++ and SDL2 with glew, if that matters.
In this example I'm rendering four cubes in a larger cube, without any culling, which clearly shows the problem.
Before the depth buffer fix:
After:
As you can see, however, I'm still getting pretty noticeable seams showing through. Has anybody else dealt with this?