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Add (low level) functionality to allow rendering 3D Meshes.
- Add love.graphics.setDepthMode(testcomparison, enablewrites). - Add love.graphics.setMeshCullMode. - Add love.graphics.setFrontFaceWinding. Depth testing and depth writes require a depth buffer to work. The mesh cull mode controls whether front/back faces of a mesh are culled. The front face winding determines whether a clockwise or counterclockwise-oriented face in a mesh is considered front facing. --HG-- branch : minor
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@@ -1101,8 +1101,13 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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Graphics::TempTransform transform(gfx, m);
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int count = quadIndices.getIndexCount(getCount());
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gfx->drawIndexed(PRIMITIVE_TRIANGLES, count, 1, quadIndices.getType(), quadIndices.getBuffer(), 0, vertexAttributes, vertexbuffers, texture);
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Graphics::DrawIndexedCommand cmd(&vertexAttributes, &vertexbuffers, quadIndices.getBuffer());
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cmd.primitiveType = PRIMITIVE_TRIANGLES;
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cmd.indexBufferOffset = 0;
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cmd.indexCount = (int) quadIndices.getIndexCount(pCount);
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cmd.indexType = quadIndices.getType();
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cmd.texture = texture;
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gfx->draw(cmd);
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}
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bool ParticleSystem::getConstant(const char *in, AreaSpreadDistribution &out)
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