OpenGLRenderer: Implement face filling
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@@ -500,13 +500,11 @@ namespace Nz::GL
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m_state.renderStates.frontFace = targetFrontFace;
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}
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/*
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TODO: Use glPolyonMode if available (OpenGL)
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if (m_state.renderStates.faceFilling != renderStates.faceFilling)
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if (glPolygonMode && m_state.renderStates.faceFilling != renderStates.faceFilling)
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{
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glPolygonMode(GL_FRONT_AND_BACK, FaceFilling[states.faceFilling]);
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glPolygonMode(GL_FRONT_AND_BACK, ToOpenGL(renderStates.faceFilling));
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m_state.renderStates.faceFilling = renderStates.faceFilling;
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}*/
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}
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if (renderStates.stencilTest)
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{
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@@ -663,6 +661,12 @@ namespace Nz::GL
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return true;
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}
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else if (function == "glPolygonMode")
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{
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constexpr std::size_t functionIndex = UnderlyingCast(FunctionIndex::glPolygonMode);
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return loader.Load<PFNGLPOLYGONMODENVPROC, functionIndex>(glPolygonMode, "glPolygonModeNV", false, false);
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}
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return false;
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}
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