Game Development Reference
In-Depth Information
Figure 4.10 Clockwise winding order (a), and counterclockwise winding order
(b).
One of the many things we might use to optimize rendering is back-face culling ,
whichmeanstrianglesthatarefacingawayfromthecameraarenotrendered.Soif
you pass in triangles with the opposite winding order of what the graphics library
expects, you may have forward-facing triangles disappear. An example of this is
shown in Figure 4.11 .
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