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OpenGL OpenGL - About glCullFace( )

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Hello, OpenGL does provide us a back-face culling service. Is it efficient enough for us not to implement our own back-face culling algorithm in our game engine? Yeah, of course, OpenGL back-face culling service depends on the specific implementation. But how about Windows implementation? Do you know anything about Windows implemetation of back-face culling? DungDNA

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I think I should make the question clearer !!!

I am using OpenGL, and the question is

You all know that OpenGL is just a specification, don''t you.
So, Microsoft Windows implementation of OpenGL is different from for ex. Linux one

I''m just curious that is MS OpenGL back-face culling efficient enough for us to use in Game Engine?

I''ve read a lot of article on Back-Face Culling so the question comes down to : "Do we have to implement it ourself?"

Does that make sense?


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When you are a good coder your back-face culling is faster.

The OpenGL back-face culling is performed at the end of the pipeline, when the vertices already have been projected to screen. Your back-face would be somewhere at the beginning of the pipe.So OpenGL wouldn''t have to render all polys.

It''s just like the question, z-buffer or sorted polys!

Usually your own culling is faster than letting OpenGL render all polys. When you even use intel or amd math libs in your appliaction, you must be faster than ogl culling.

I don''t think that the MS implentation of OpenGL has something to do with the speed of ogl culling.

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