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LibGL: Fix triangle winding calculation
Since we operate in screen space where y points down we need to reverse what is considered clock wise and what is considered counter clockwise. The rasterizer always expects triangles with a consistent winding order thus swap 2 vertices if necessary to reverse the winding before passing the triangle on to the rasterization stage.
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2 changed files with 6 additions and 2 deletions
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@ -60,7 +60,7 @@ private:
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start_timer(20);
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GL::make_context_current(m_context);
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glFrontFace(GL_CW);
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glFrontFace(GL_CCW);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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