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fix: PlotShaded Opposite triangle winding (#269)
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@ -673,8 +673,8 @@ struct ShadedRenderer {
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DrawList._IdxWritePtr[1] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 1 + intersect);
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DrawList._IdxWritePtr[1] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 1 + intersect);
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DrawList._IdxWritePtr[2] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 3);
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DrawList._IdxWritePtr[2] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 3);
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DrawList._IdxWritePtr[3] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 1);
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DrawList._IdxWritePtr[3] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 1);
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DrawList._IdxWritePtr[4] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 3 - intersect);
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DrawList._IdxWritePtr[4] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 4);
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DrawList._IdxWritePtr[5] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 4);
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DrawList._IdxWritePtr[5] = (ImDrawIdx)(DrawList._VtxCurrentIdx + 3 - intersect);
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DrawList._IdxWritePtr += 6;
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DrawList._IdxWritePtr += 6;
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DrawList._VtxCurrentIdx += 5;
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DrawList._VtxCurrentIdx += 5;
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P11 = P21;
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P11 = P21;
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