> 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?


And to answer the second part (how to emulate it) -- there's not a good way to 
do this.  You'd have to reverse the polarity.. er, reverse the order of the 
vertices for triangles that faced the other direction.  CL could plausibly 
reverse them, but it doesn't have information to know which direction culling 
was for that face.

--
Christopher Wright
christopher_wri...@apple.com



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