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Don't cull while rendering meshes on GL
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@@ -68,6 +68,8 @@ void GLReplay::RenderMesh(uint32_t eventId, const vector<MeshFormat> &secondaryD
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gl.glEnable(eGL_FRAMEBUFFER_SRGB);
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gl.glDisable(eGL_CULL_FACE);
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if(cfg.position.unproject)
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{
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// the derivation of the projection matrix might not be right (hell, it could be an
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