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.
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@@ -102,7 +102,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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depthClampEnable = VkBool32.False,
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depthClampEnable = VkBool32.False,
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rasterizerDiscardEnable = VkBool32.False,
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rasterizerDiscardEnable = VkBool32.False,
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polygonMode = VkPolygonMode.Fill,
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polygonMode = VkPolygonMode.Fill,
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cullMode = VkCullModeFlags.Back,
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cullMode = VkCullModeFlags.None,
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frontFace = VkFrontFace.CounterClockwise,
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frontFace = VkFrontFace.CounterClockwise,
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depthBiasEnable = VkBool32.False,
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depthBiasEnable = VkBool32.False,
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lineWidth = 1.0f,
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lineWidth = 1.0f,
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@@ -275,7 +275,7 @@ internal sealed unsafe class VulkanShadowMap : IDisposable
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depthClampEnable = VkBool32.False,
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depthClampEnable = VkBool32.False,
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rasterizerDiscardEnable = VkBool32.False,
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rasterizerDiscardEnable = VkBool32.False,
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polygonMode = VkPolygonMode.Fill,
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polygonMode = VkPolygonMode.Fill,
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cullMode = VkCullModeFlags.Back,
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cullMode = VkCullModeFlags.None,
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frontFace = VkFrontFace.CounterClockwise,
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frontFace = VkFrontFace.CounterClockwise,
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depthBiasEnable = VkBool32.True,
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depthBiasEnable = VkBool32.True,
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lineWidth = 1.0f,
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lineWidth = 1.0f,
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