Ok, that makes perfect sense. Thanks to both of you for explaining that.

On Tue, Feb 22, 2011 at 4:32 PM, Christopher Wright <
christopher_wri...@apple.com> wrote:

> > 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
>
>
>
>


-- 
George Toledo
gtole...@gmail.com
www.georgetoledo.com

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