Fix clipped triangle in THIRD_VISIBLE case producing vertices in wrong direction, which would result in them being culled when face culling was enabled
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@ -282,10 +282,10 @@ void SceneListSubmit(Vertex* vertices, int n) {
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case THIRD_VISIBLE:
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memcpy_vertex(c, v2);
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_glClipEdge(v2, v0, a);
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_glClipEdge(v1, v2, a);
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a->flags = GPU_CMD_VERTEX;
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_glClipEdge(v1, v2, b);
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX;
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_glPerspectiveDivideVertex(a, 3);
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