Jump to content

View more

Image of the Day

Boxes as reward for our ranking mode. ヾ(☆▽☆)
#indiedev #gamedev #gameart #screenshotsaturday https://t.co/ALF1InmM7K
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

gl_FrontFacing returns incorrect value

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 RPTD   Members   

336
Like
0Likes
Like

Posted 27 January 2013 - 02:22 PM

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?

 


Life's like a Hydra... cut off one problem just to have two more popping out.
Leader and Coder: Project Epsylon | Drag[en]gine Game Engine




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.