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 The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons.
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