To drift sorta OT, I've never seen GL Edge Flag stuff implemented with QC
patches and wireframe/line stuff... is there any particular reason for that
(besides obscurity?) Is there anything crappy about using that, that I may
not be aware of? I kind of like the visual result.

On Tue, Feb 22, 2011 at 4:38 PM, George Toledo <gtole...@gmail.com> wrote:

> 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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-- 
George Toledo
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www.georgetoledo.com

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