Sign in to follow this  
Followers 0
RPTD

gl_FrontFacing returns incorrect value

0 posts in this topic

I'm banging my head against this problem now quite some time. For some reason trying to create a depth cube map (or any cube map for that matter) using in-game rendering the gl_FrontFacing in the shaders returns incorrect values. For front faces it returns false and for back faces true which is totally wrong.

 

I verified everything I could find on the internet. The following I checked so far:

1) culling back faces front faces are rendered and back faces culled (winding order is thus correct)

2) no mirroring is done in the matrices. it's your ordinary camera transformation matrix

 

What reasons could cause gl_FrontFacing to return utterly wrong values?

 

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0