Renderer: Implement and fix front face (winding order) between Vulkan / OpenGL
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@@ -72,9 +72,9 @@ namespace Nz
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return {};
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}
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inline GLenum ToOpenGL(FaceSide filter)
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inline GLenum ToOpenGL(FaceSide side)
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{
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switch (filter)
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switch (side)
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{
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case FaceSide::None:
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break;
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@@ -84,11 +84,23 @@ namespace Nz
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case FaceSide::FrontAndBack: return GL_FRONT_AND_BACK;
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}
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NazaraError("Unhandled FaceSide 0x" + NumberToString(UnderlyingCast(filter), 16));
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NazaraError("Unhandled FaceSide 0x" + NumberToString(UnderlyingCast(side), 16));
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return {};
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}
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GLenum ToOpenGL(PrimitiveMode primitiveMode)
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inline GLenum ToOpenGL(FrontFace face)
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{
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switch (face)
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{
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case FrontFace::Clockwise: return GL_CW;
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case FrontFace::CounterClockwise: return GL_CCW;
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}
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NazaraError("Unhandled FrontFace 0x" + NumberToString(UnderlyingCast(face), 16));
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return {};
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}
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inline GLenum ToOpenGL(PrimitiveMode primitiveMode)
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{
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switch (primitiveMode)
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{
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