fix: simplify mesh_draw, game_test projection fix
- mesh_draw: removed redundant ib null check - game_test: cubes moved to z=0.3-0.8 (within near/far range) - raw3d_test verified 3D rendering works correctly
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@@ -35,12 +35,8 @@ void mesh_destroy(Mesh* m) {
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void mesh_draw(Mesh* m, ID3D11DeviceContext* ctx) {
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UINT stride = m->stride, offset = 0;
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ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &m->vb, &stride, &offset);
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if (m->ib) {
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ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0);
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ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0);
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} else {
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ctx->lpVtbl->Draw(ctx, m->vcount, 0);
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}
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ctx->lpVtbl->IASetIndexBuffer(ctx, m->ib, DXGI_FORMAT_R32_UINT, 0);
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ctx->lpVtbl->DrawIndexed(ctx, m->icount, 0, 0);
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}
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Mesh* mesh_create_cube(ID3D11Device* dev) {
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