Disable backface culling and use a constant rectangle winding order.
This makes it so we don't have to surface the rectangle winding order for applications that want to use the raw geometry API.
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@@ -1266,13 +1266,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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renderer->rect_index_order[0] = 0;
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renderer->rect_index_order[1] = 1;
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renderer->rect_index_order[2] = 3;
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renderer->rect_index_order[3] = 1;
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renderer->rect_index_order[4] = 3;
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renderer->rect_index_order[5] = 2;
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data->state.draw_color.r = 1.0f;
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data->state.draw_color.g = 1.0f;
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data->state.draw_color.b = 1.0f;
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