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OpenGL Can't figure out vertex winding

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I'm working on a project with OpenGL and am trying to figure out vertex winding. I understand that, by default OpenGL considers faces where the vertices are "wound" counter-clock wise are front facing. I've built a cube out of individual faces, however, OpenGL keeps culling them away...which I have narrowed down to being a vertex winding issue.
 
Currently, for the front face (pointing towards the +z axis, camera is pointing down the -z axis) is wound as such:
0-----2
|     /
|   /
1 /
      0
    / |
   /  |
  /   |
1------2
Which, to me....looks counter clockwise. However, the triangles are only visible when I turn on glCullFace(GL_FRONT). Does it have something to do with the direction that the final edge connection is going?
 
Is there something I'm not understanding about what is considered front-facing or something with counter-clock wise winding?
 
Note: I'm rendering with GL_TRIANGLES Edited by CirdanValen

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Currently, for the front face (pointing towards the +z axis, camera is pointing down the -z axis) is wound as such:

if the triangle is pointing towards the +z axis, then the vertex order from the camera view is:

2-------0
 \      |
   \    |
     \  |
        1

Therefor clockwise. Could this be the fault ?

Edited by Ashaman73

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This is the result with default culling settings (remove back faces, frontface = CCW)
 

kTQo89l.png

 

With this setup:

void addPlaneSouth(const glm::vec3& offset = glm::vec3(0.f),
                       const glm::vec3& rotation = glm::vec3(0.f),
                       float scale = 1.f)
    {
            growVertexArray(6);
            uint32 index = _currentMesh->vertexCount;
 
             // Top right
            _currentMesh->vertexArray[index++] = Vertex((0.5f*scale) + offset.x, 
                                                        (-0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        1.f, 0.f); 
         
 
            // Bottom right 
            _currentMesh->vertexArray[index++] = Vertex((0.5f*scale) + offset.x, 
                                                        (0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        0.f, 1.f); 
 
            // Top left
            _currentMesh->vertexArray[index++] = Vertex((-0.5f*scale) + offset.x, 
                                                        (-0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        0.f, 0.f); 
 
 
          
            // Triangle 2
 
            // Top left 
            _currentMesh->vertexArray[index++] = Vertex((-0.5f*scale) + offset.x, 
                                                        (-0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        1.f, 0.f); 
 
            // Bottom left
            _currentMesh->vertexArray[index++] = Vertex((-0.5f*scale) + offset.x, 
                                                        (0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        0.f, 1.f); 
 
            // Bottom right
            _currentMesh->vertexArray[index++] = Vertex((0.5f*scale) + offset.x, 
                                                        (0.5f*scale) + offset.y,   
                                                        (0.5f*scale) + offset.z, 
                                                        1.f, 1.f); 
 
            
           _currentMesh->vertexCount += 6;
 
    }

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Ok, first analyse your both tris in world space (do not consider the camera):

Tri1 (according to your corner naming)
2-----0
 \   |
  \  |    CW
     1



Tri 2
0
| \    CCW !
|   \
1----2

Now view it from the camera (looking along the negative z-axis:

Tri 1
0---- 2
|   /
|  /     CCW !
1

Tri 2
    0
  / |    CW 
 /  |
2---1

You use two different vertex orders, therefor only one tri is visible, and that should be Tri 1(front face is CCW and backface is CW , which get culled)

 

But, isn't your up-vector looking along the positive y-axis ?

Then your naming would be wrong and the tris would look like this (world space):

Tri1
    1
  / |  CCW
 /  |
2---0

Tri 2
1----2
|   /  CW
| /
0

In this case, if your camera would look along the positive z axis, you would  see the Tri 1.

 

So, double check your camera setup, for each corner and tri use unique corner colors to track the issue down.

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Okay, thanks for the tips...I think I figured it out. Instead of thinking about winding around the center of the triangle, it helps to think about it winding around the quad. By default -y was up, so I ended up rotating the view matrix.

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