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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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@@ -69,8 +69,8 @@ public:
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void setActive(bool active) override;
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void draw(PrimitiveType primtype, int vertexstart, int vertexcount, int instancecount, const vertex::Attributes &attribs, const vertex::Buffers &buffers, Texture *texture) override;
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void drawIndexed(PrimitiveType primtype, int indexcount, int instancecount, IndexDataType datatype, Resource *indexbuffer, size_t indexoffset, const vertex::Attributes &attribs, const vertex::Buffers &buffers, Texture *texture) override;
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void draw(const DrawCommand &cmd) override;
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void draw(const DrawIndexedCommand &cmd) override;
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void clear(OptionalColorf color, OptionalInt stencil, OptionalDouble depth) override;
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void clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) override;
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@@ -90,7 +90,10 @@ public:
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void stopDrawToStencilBuffer() override;
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void setStencilTest(CompareMode compare, int value) override;
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void setStencilTest() override;
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void setDepthMode(CompareMode compare, bool write) override;
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void setFrontFaceWinding(vertex::Winding winding) override;
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void setColorMask(ColorMask mask) override;
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