About Backface Culling
I have read the following post and have some problems that I would like to ask.
http://www.gamedev.net/reference/articles/article1088.asp
int i;
Vector normal, // the polygon normal
camera(0,0,0), // the camera at 0,0,0
cv; // the camera vector (or view vector)
// Loop through all the polygons
for(i = 0; i < faces; i++)
{
// Transform our normal to view space...
// This example assumes you've already precalculated the normal and
// so all you must do is rotate it into world space by your matrix.
// See my vector tutorial on how to calculate a polygon normal.
normal = *face.normal;
normal = normal * to_world_space;
// Now calculate a vector from the camera to any point on the polygon
cv.set(camera, world_space[ face.vertex[0] ] );
// Now calculate the dot product of the normal and the camera vector
if((cv.dot(&normal) > 0))
{
// draw the polygon here, it's visible
}
}
I wonder how can I get the "to_world_space"?
and world_space[ face.vertex[0] ] )? ( how to change the face's vertex to world space?)
Can you give me some example?
And how can I change the points of a Mesh that I read from .obj or .off to World Space?
Actually, I am not very familiar with transforming something to World space and then to Camera space.
Can you give me some example as well.
Thanks.
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