Triangle front or back facing??
Given the screen space coordinates of a triangle in counter clockwise order, how would you determine if the triangle is front or back facing?
This should explain it: http://www.cfxweb.net/~cfxamir/dp1.html
Proceeding on a brutal rampage is the obvious choice.
Proceeding on a brutal rampage is the obvious choice.
___________________________________________________________Where to find the intensity (Updated Dec 28, 2004)Member of UBAAG (Unban aftermath Association of Gamedev)
Could you clarify your question a bit?
Usually when the back face culling is implemented in screen space, you perform a test to see if the winding order of the vertices is clockwise or counter-clockwise (the coordinate system (LH/RH) will determine which of these two is front-facing).
You say that you already know the triangle''s vertices are counter-clockwise in screen space so I don''t understand what you''re asking.
Usually when the back face culling is implemented in screen space, you perform a test to see if the winding order of the vertices is clockwise or counter-clockwise (the coordinate system (LH/RH) will determine which of these two is front-facing).
You say that you already know the triangle''s vertices are counter-clockwise in screen space so I don''t understand what you''re asking.
At least in OpenGL, you can specify either clockwise or
counter-clockwise as the "front" (GL_CW, GL_CCW). So the
question is, which one are you using as the "front"? Since
you already know your triangle is counter-clockwise...
~~~~
Kami no Itte ga ore ni zettai naru!
counter-clockwise as the "front" (GL_CW, GL_CCW). So the
question is, which one are you using as the "front"? Since
you already know your triangle is counter-clockwise...
~~~~
Kami no Itte ga ore ni zettai naru!
神はサイコロを振らない!
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