Many 3D model formats specify culling per face (ie, per quad or triangle, 
although most loaders deal only with triangles). Thus, the face fulling is set, 
per face, and respected per face by the Mesh renderer, rather than being set 
globally for the whole model.


On Feb 22, 2011, at 3:56 PM, George Toledo wrote:

> What is this in OpenGL terms? How would one emulate it?
> 
> -- 
> George Toledo
> gtole...@gmail.com
> www.georgetoledo.com
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