Dipucian Posted August 27, 2004 Posted August 27, 2004 Sorry for a stupid question... actually how does it determine which face is "back"? I have 3 vertex:v0: (0, 1, 2) v1: (0, 0, 2) v2: (1, 0, 2) which form a simple right-angled triangle. and I have the camera:position: (0, 0, -5) lookAt: (0, 0, 0) Up: (0, 1, 0) when I use the default culling mode (counterClockwise), I can't see the triangle... But when I turn it off or use the Clockwise mode, I clearly see that, with differently colored vertex, my triangle vertex are counterClockwise... (v0 on top, v1 left and v2 right) I'm mad with this, anyone got the same question? I really can't understand this... Quote
Administrators PlausiblyDamp Posted August 27, 2004 Administrators Posted August 27, 2004 http://www.pluralsight.com/craig/articleview.aspx/DirectX/Direct3D/05%20Rendering%20VertexBuffer.xml is worth a read, explains culling towards the end. Quote Posting Guidelines FAQ Post Formatting Intellectuals solve problems; geniuses prevent them. -- Albert Einstein
Dipucian Posted August 27, 2004 Author Posted August 27, 2004 Thanks for the quick help!! So, setting cull mode to CounterClockwise means that triangles with counterclockwise vertex are backward facing and will not be drawn... Quote
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