Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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aheymann
- Posts: 153
- Joined: Wed Aug 22, 2007 12:25 pm
- Location: England
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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
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torleif
- Posts: 188
- Joined: Mon Jun 30, 2008 4:53 am
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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
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JP
- Posts: 4526
- Joined: Tue Sep 13, 2005 2:56 pm
- Location: UK
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Contact:
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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
- Posts: 218
- Joined: Sat Dec 01, 2007 4:09 pm
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by Mirror »
CCW probably means counter clock wise ( winding order as JP said )