D3DCULL_CCW and BackfaceCulling

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aheymann
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Joined: Wed Aug 22, 2007 12:25 pm
Location: England

D3DCULL_CCW and BackfaceCulling

Post by aheymann »

Hallo

Does anybody know how DirectX uses D3DCULL_CCW to cull triangles? Does it use vertex normals or does it actually check the direction of each triangle?

Thanks

Anton
torleif
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Joined: Mon Jun 30, 2008 4:53 am

Post by torleif »

Direct X is closed source, so you won't be able to see how backface culling is done. MSDN will give a vague description, but really won't tell you

I'm sure irrlicht has it's own culling method, of which you can view
JP
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Post by JP »

The backface culling is generally done on vertex winding order of a triangle, the normals are just used for lighting.
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Mirror
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Post by Mirror »

CCW probably means counter clock wise ( winding order as JP said )
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