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Fixed incorrect winding order for debug cylinder triangles
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@ -39,7 +39,7 @@ impl DebugShape {
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0.0,
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);
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let h = Vec3::new(0.0, 0.0, *height);
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mesh.push_tri(tri(a, b, c));
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mesh.push_tri(tri(c, b, a));
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mesh.push_quad(quad(b, c, c + h, b + h));
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mesh.push_tri(tri(a + h, b + h, c + h));
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}
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