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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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@@ -68,9 +68,16 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
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if (isPixelFormatDepthStencil(format))
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{
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bool hadDepthWrites = gl.hasDepthWrites();
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if (!hadDepthWrites) // glDepthMask also affects glClear.
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gl.setDepthWrites(true);
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gl.clearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (!hadDepthWrites)
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gl.setDepthWrites(hadDepthWrites);
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}
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else
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{
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@@ -128,9 +135,16 @@ static bool createRenderbuffer(int width, int height, int &samples, PixelFormat
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{
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if (isPixelFormatDepthStencil(pixelformat))
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{
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bool hadDepthWrites = gl.hasDepthWrites();
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if (!hadDepthWrites) // glDepthMask also affects glClear.
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gl.setDepthWrites(true);
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gl.clearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (!hadDepthWrites)
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gl.setDepthWrites(hadDepthWrites);
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}
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else
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{
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