Backface culling?
From what i''ve heard, it is a method of only showing polygons facing the camera and not showing the back faces.
Is this done through Opengl/DirectX or programmed in the engine?
And if its done with OpenGL how do you enable it?
glCullFace(GL_BACK);
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc01_9yxx.asp
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc01_9yxx.asp
And in DirectX: dev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
On all graphics hardware manufactured since around 1996/7, backface culling has been performed by the HARDWARE. So neither OpenGL or DirectX actually do the work, your graphics card does (when it''s assembling vertices and indices into polygons).
BTW: Backface culling, what it does and how to use it is fully documented in the documentation for both DirectX and OpenGL.
--
Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP
On all graphics hardware manufactured since around 1996/7, backface culling has been performed by the HARDWARE. So neither OpenGL or DirectX actually do the work, your graphics card does (when it''s assembling vertices and indices into polygons).
BTW: Backface culling, what it does and how to use it is fully documented in the documentation for both DirectX and OpenGL.
--
Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP
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