Add front/back culling toggling to rlgl.h
This enables a few techniques such as rendering inverted hull outlines with more simplicity.
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@ -571,6 +571,8 @@ RLAPI void rlEnableDepthMask(void); // Enable depth write
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RLAPI void rlDisableDepthMask(void); // Disable depth write
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RLAPI void rlDisableDepthMask(void); // Disable depth write
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
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RLAPI void rlToggleFrontCulling(void); // Toggle front culling
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RLAPI void rlToggleBackCulling(void); // Toggle back culling
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RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
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RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
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@ -1650,6 +1652,12 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
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// Disable backface culling
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// Disable backface culling
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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// Toggle front culling
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void rlToggleFrontCulling(void) { glCullFace(GL_FRONT); }
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// Toggle back culling
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void rlToggleBackCulling(void) { glCullFace(GL_BACK); }
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// Enable scissor test
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// Enable scissor test
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void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
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void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
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