quote:Original post by chbfiv
Do you mean when I fill them into a face struct, or when I render them? And Why? Clockwise? I really dont understand that, this is a 3D space, that could be any direction in my eyes.
The order in which they get sent to GL is the important one. This may or may not be the same as your face struct.
The vertex winding order defines which is the front face of your polys. If you look at the front of your poly, the vertices will go either clockwise or anti-clockwise. You need to make sure that all of your faces are defined correctly to face outwards.
The order you choose to represent the front face doesn''t matter, as long as you''re consistant. You then set that with:
glFrontFace(GL_CW);
glFrontFace(GL_CCW); // Counter/Anti clockwise
Then, assuming thats all correct you typically do
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); // Remove back facing (invisible) polys
The other two options for glCullFace are rarely used so don''t worry about them. Also you may need to remember that using a mirror transformation (like a negative scale for a mirror) will mean you need to flip the front face from one to the other.