Reverses the D3D11 vertex winding order WRT GL's.
TRAC #22353
Author: Shannon Woods
Signed-off-by: Geoff Lang
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1677 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderStateCache.cpp b/src/libGLESv2/renderer/RenderStateCache.cpp
index dce4764..72d275f 100644
--- a/src/libGLESv2/renderer/RenderStateCache.cpp
+++ b/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -216,7 +216,7 @@
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
- rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? TRUE : FALSE;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetUnits;