The problem with glCullFace() and specifying vertices....

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0 comments, last by Gammastrahler 22 years, 10 months ago
hi, i´m a little bit confused about this: to speed up rendering, i use glCullFace(GL_BACK). OK. So my polys are all counter-clockwised (glFrontFace(GL_CCW). But when i want to draw a quad backface, for instance, i must swap vertex 0 and 3, or the primitive won´t be drawn. this is generally no problem, but it is inconvenient for me when i need to do some math. for example, my code to calc normals do not work properly for backface polys. i have considered to hold a specific option for every poly when it´s created, whether it is facing front or back and then either call glCullFace(GL_FRONT) or glCullFace(GL_BACK). But this seems still to inconvenient. i search for a solution which can test whether a polygon is facing back or front, even if i specify my points in the same order, and then calculate the proper normals... i hope you understand and can help me... thanks & greets gammastrahler
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quote:Original post by Gammastrahler
to speed up rendering, i use glCullFace(GL_BACK). OK. So my polys are all counter-clockwised (glFrontFace(GL_CCW).

But when i want to draw a quad backface, for instance, i must swap vertex 0 and 3, or the primitive won´t be


If I understand the problem right can you disable culling or use glCullFace(GL_FRONT).

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