Renderer: Implement and fix front face (winding order) between Vulkan / OpenGL
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@@ -63,6 +63,7 @@ int main()
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std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>(Nz::BasicMaterial::GetSettings());
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material->EnableDepthBuffer(true);
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material->EnableFaceCulling(true);
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Nz::BasicMaterial basicMat(*material);
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basicMat.EnableAlphaTest(true);
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