fix: revert to CULL_MODE_NONE — no more holes in geometry

CULL_MODE_BACK was culling faces with inconsistent winding order in
sphere.obj, torus.obj, diamond.obj, cone.obj. Many faces disappeared,
making objects look like wireframe/grids.

Reverted both main and shadow pipelines to CULL_MODE_NONE.
Shadow acne is handled by low bias (0.0001) which works fine.
This commit is contained in:
emil28092005
2026-06-18 22:50:58 +03:00
parent 19bed7fe1a
commit 86d24e7254
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -102,7 +102,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
depthClampEnable = VkBool32.False,
rasterizerDiscardEnable = VkBool32.False,
polygonMode = VkPolygonMode.Fill,
cullMode = VkCullModeFlags.Back,
cullMode = VkCullModeFlags.None,
frontFace = VkFrontFace.CounterClockwise,
depthBiasEnable = VkBool32.False,
lineWidth = 1.0f,
@@ -275,7 +275,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
depthClampEnable = VkBool32.False,
rasterizerDiscardEnable = VkBool32.False,
polygonMode = VkPolygonMode.Fill,
cullMode = VkCullModeFlags.Back,
cullMode = VkCullModeFlags.None,
frontFace = VkFrontFace.CounterClockwise,
depthBiasEnable = VkBool32.True,
lineWidth = 1.0f,